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game.py
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1062 lines (868 loc) · 42.8 KB
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import math
import random
import sys
import time
import numpy
import pygame
import network
import udp
debug = False
debug_mode = 1
debug_info: list[str] = [] # Lijst met alles wat op het scherm komt te staan
loose_cam = False # Of de camera stilstaat of aan een auto zit
mortal_cars = True # Of de auto's kunnen crashen
automatic_continue = True # Of de volgende generatie automatisch start als de generatie klaar is
max_time_enabled = True # Of er een maximale tijd is
allow_switch_cars = True # Of je van auto mag wisselen
random_roads = True # Of de weg elke generatie moet veranderen
gamemodes = ["training", "versus", "network"] # Beschikbare gamemodes
gamemode = "" # Gamemode
match_started = False # Of de race gestart is (vs mode)
start_initiated = False # Of de start sequence bezig is (vs mode)
button_pressed = False # Fysieke start button (vs mode)
use_training_maps = True # Of de circuits voor het trainen gebruikt worden
paused = False # Paus
layers = []
# RGB-waarden voor de kleuren van dingen
background_color = (100, 100, 110)
ray_color = (255, 255, 255)
edge_color = (240, 20, 50)
middle_line_color = (20, 200, 250)
text_color = (255, 255, 255)
text_bg_color = (30, 30, 30)
straight_road = pygame.image.load("assets/road_straight.png")
turn_road = pygame.image.load("assets/road_turn.png")
beginning_road = pygame.image.load("assets/road_beginning.png")
end_road = pygame.image.load("assets/road_end.png")
starting_lights_0 = pygame.image.load("assets/start_lights_0.png")
starting_lights_1 = pygame.image.load("assets/start_lights_1.png")
starting_lights_2 = pygame.image.load("assets/start_lights_2.png")
starting_lights_3 = pygame.image.load("assets/start_lights_3.png")
starting_lights_4 = pygame.image.load("assets/start_lights_4.png")
current_lights = starting_lights_0
max_change = 0.15 # de maximale hoeveelheid die weights en biases kunnen veranderen per generatie
max_time = 10 # de maximale tijd per generatie in seconden
# Alle ingebouwde wegen die we kunnen aanzetten
# built_in_map = "bslsrsrssssrsrlse"
# built_in_map = "bssssrsslssslsssrsse"
# built_in_map = "bsslssrsssssrssssrsrlse"
built_in_map = "bssrsrssssrsssslsslsrssse"
# built_in_map = "bsssrsssslssse"
# built_in_map = "bsssssssssssrsrslsssssse"
# built_in_map = "bsrslsslssssssssrsrsle"
# built_in_map = "bsrslsslssslssrsrsssslrsre"
# built_in_map = "bslsre"
# built_in_map = "be"
# Alle ingebouwde maps voor het trainen
training_maps = [
"bssssssssssrsslse",
"bsssslsssssrsslse",
"bssssrsssssrsslse",
"bssslsrssssrsslse",
"bsssrslssssrsslse",
"bssslslssssrsslse",
"bsssrsrsssssrsslse",
"bssrsssssssrsslse",
"bsslsssssssrsslse",
"bssssssrsssrsslse",
"bsssssslsssrsslse",
]
# Inputs in de console zetten
def main():
global gamemode, debug
if "debug" in sys.argv:
debug = True
if "training" in sys.argv:
gamemode = "training"
elif "versus" in sys.argv:
gamemode = "versus"
elif "network" in sys.argv:
gamemode = "network"
else:
gamemode = select_gamemode()
if gamemode == "training":
start_training()
elif gamemode == "versus":
start_versus()
elif gamemode == "network":
start_network()
def select_gamemode():
input_gamemode = str(input("Gamemode: "))
if input_gamemode not in gamemodes:
print("Not a valid gamemode, please try again!")
return select_gamemode()
return input_gamemode
# Weights en biases uit een file halen en de simulatie starten
def start_training():
global match_started, layers
match_started = True
player_car_amount = 0
ai_car_amount = 0
name = "debug"
if not debug:
ai_car_amount = int(input("Amount of cars: "))
name = input("Generation name: ")
if name == "debug" or debug:
global mortal_cars, automatic_continue
player_car_amount = 1
mortal_cars = False
automatic_continue = False
generation = 0
else:
generation_input = input("Generation: ")
generation = int(generation_input) if generation_input != "l" else network.get_highest_gen(name)
weights, biases, layers = network.get_network_from_file(name, generation)
game(ai_car_amount, player_car_amount, weights, biases, name, generation)
# Weights en biases uit een file halen en de simulatie starten
def start_versus():
open("data/button_integration_data", 'w').writelines("false")
global allow_switch_cars, max_time_enabled, layers
allow_switch_cars = False
max_time_enabled = False # In principe, je zou er natuurlijk een tijdslimiet aan kunnen gooien
weights, biases, layers = network.get_network_from_file("alpha", 1800)
game(1, 1, weights, biases, "alpha", 1800)
def start_network():
global layers, match_started
match_started = True
weights, biases, layers, name = network.create_file()
ai_car_amount = int(input("\nAmount of cars: "))
game(ai_car_amount, 0, weights, biases, name, 0)
# De simulatie: beginwaarden en de loop
def game(ai_car_amount, player_car_amount, starting_weights, starting_biases, name, generation):
global debug_mode, loose_cam
pygame.init()
info = pygame.display.Info()
screen = pygame.display.set_mode((info.current_w * 0.75, info.current_h * 0.75), pygame.RESIZABLE)
clock = pygame.time.Clock()
pygame.display.set_icon(pygame.image.load("assets/red_car.png"))
pygame.display.set_caption("PWS")
running = True
frame = 1
gen_time = time.time()
paused_time = 0
paused_moment = time.time()
# Versus Mode winner spul voor het winscherm
versus_mode_winner = ""
winner_time = 0
total_car_amount = ai_car_amount + player_car_amount
# De lijst met auto's maken
cars: list[Car] = create_cars_player(player_car_amount)
if ai_car_amount > 0:
for car in create_cars_ai(ai_car_amount, starting_weights, starting_biases):
cars.append(car)
selected_car_index = 0
cam = Camera(0, 0.001)
roads, edges, middle_segments, middle_lengths, total_length = create_roads()
# De loop die er voor zorgt dat we steeds nieuwe frames krijgen, alles wat hierin zit wordt elke frame gedaan
while running:
# --- UPDATE --- hier berekenen we alles voor deze frame
# Delta time is de tijd die de vorige frame nodig had,
# hiermee kunnen we de bewegingen met verschillende FPS gelijk laten lopen
delta_time = clock.get_time() / 16.6667
global max_change, max_time, match_started, current_lights, start_initiated, button_pressed, paused
continue_gen = False
for event in pygame.event.get():
# Afsluiten als je op het kruisje drukt
if event.type == pygame.QUIT:
running = False
# Voor elke ingedrukte knop iets doen
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
debug_mode = 1
if event.key == pygame.K_2:
debug_mode = 2
if event.key == pygame.K_3:
debug_mode = 3
if event.key == pygame.K_4:
debug_mode = 4
if event.key == pygame.K_5:
debug_mode = 5
if event.key == pygame.K_6:
debug_mode = 6
if event.key == pygame.K_e:
loose_cam = not loose_cam
if event.key == pygame.K_F11 and debug_mode != 1: # Beetje experimenteel en mensen moeten er tijdens de pws avond niet uit dus debug mode
pygame.display.toggle_fullscreen()
if event.key == pygame.K_LEFTBRACKET and allow_switch_cars:
selected_car_index -= 1
selected_car_index = selected_car_index % total_car_amount
if event.key == pygame.K_RIGHTBRACKET and allow_switch_cars:
selected_car_index += 1
selected_car_index = selected_car_index % total_car_amount
if event.key == pygame.K_EQUALS:
max_change *= 1.1
if event.key == pygame.K_MINUS:
max_change /= 1.1
if event.key == pygame.K_c:
continue_gen = True
if event.key == pygame.K_p:
max_time += 1
if event.key == pygame.K_o:
max_time -= 1
if event.key == pygame.K_r and not start_initiated and not match_started and not current_lights == starting_lights_4:
start_initiated = True
gen_time = time.time() + 3
paused_moment = time.time()
paused_time = 0
if event.key == pygame.K_b and gamemode == "versus" and debug_mode != 1:
udp.broadcast()
if event.key == pygame.K_SPACE:
paused_moment = time.time() - paused_time
paused = not paused
if gamemode == "versus":
with open("data/button_integration_data", 'r') as button_integration_data:
if "true" in button_integration_data.read():
button_pressed = True
button_integration_data.close()
open("data/button_integration_data", 'w').writelines("false")
if button_pressed and not start_initiated and not match_started and not current_lights == starting_lights_4:
button_pressed = False
start_initiated = True
gen_time = time.time() + 3
paused_moment = time.time()
paused_time = 0
# Tekst aan het scherm toevoegen, dit moet elke frame opnieuw
if paused:
paused_time = time.time() - paused_moment
debug_info.append("SIMULATION PAUSED")
add_rounded_debug_info(f"Total Time Paused: ", paused_time)
debug_info.append("")
debug_info.append(f"FPS: {int(clock.get_fps())}")
debug_info.append(f"Generation: {name} {generation}")
add_rounded_debug_info(f"Time: ", time.time() - gen_time - paused_time)
if gamemode == "training" or gamemode == "network":
add_rounded_debug_info(f"Max Change: ", max_change)
selected_car = cars[selected_car_index]
selected_car.add_debug_info(selected_car_index)
if not paused:
alive_cars = len(cars)
# Voor elke auto de rays berekenen, de bewegingen berekenen en kijken of de auto gecrasht is
for car in cars:
if car.on_road and not continue_gen:
car.move(cars, selected_car_index, delta_time)
car.calc_rays(edges)
# Crashen als de ray een even aantal lijnen tegenkomt of als de tijd op is
if (car.rays[0].intersections % 2 == 0 or (
time.time() - gen_time - paused_time > max_time and max_time_enabled)) and mortal_cars:
car.crash(roads, middle_segments, middle_lengths, total_length, gen_time, paused_time)
else:
alive_cars -= 1
# De volgende generatie starten als alle auto's gecrasht zijn en uitzoeken wie de winnaar is
if alive_cars <= 0 < ai_car_amount and (gamemode == "training" or gamemode == "network"):
best_car = Car(False, None, None)
for car in cars:
if car.is_ai:
best_car = car
finished_cars = []
for car in cars:
if car.distance_traveled > best_car.distance_traveled and car.is_ai:
best_car = car
if car.distance_traveled > 0.99:
finished_cars.append(car)
for car in finished_cars:
if car.finished_time < best_car.finished_time and car.is_ai:
best_car = car
if automatic_continue or continue_gen:
gen_time = time.time()
paused_time = 0
cars = create_cars_player(player_car_amount)
for car in create_cars_ai(ai_car_amount, best_car.weights, best_car.biases):
cars.append(car)
if random_roads:
roads, edges, middle_segments, middle_lengths, total_length = create_roads()
generation += 1
cam.target_pos = Vector(800.5, 0.5)
network.output_network_to_file(best_car.weights, best_car.biases, layers, name, generation)
elif alive_cars <= 0 and (automatic_continue or continue_gen) and ai_car_amount == 0:
gen_time = time.time()
paused_time = 0
cars = create_cars_player(player_car_amount)
if random_roads:
roads, edges, middle_segments, middle_lengths, total_length = create_roads()
elif alive_cars < total_car_amount and gamemode == "versus":
best_car = cars[0]
for car in cars:
if car.distance_traveled > 0.99:
best_car = car
# Voorkomen dat verliezer bij fotofinish alsnog winnaar wordt
for car in cars:
if car.finished_time < best_car.finished_time and car.finished_time != 0:
best_car = car
if cars.index(best_car) == 0:
match_started = False
versus_mode_winner = "player"
winner_time = round(best_car.finished_time, 2)
else:
match_started = False
versus_mode_winner = "ai"
selected_car_index = 1 # Zet camera op AI
winner_time = round(best_car.finished_time, 2)
if continue_gen:
button_pressed = False
versus_mode_winner = ""
selected_car_index = 0
current_lights = starting_lights_0
gen_time = time.time()
paused_time = 0
cars = [Car(car.is_ai, car.weights, car.biases) for car in cars]
if random_roads:
roads, edges, middle_segments, middle_lengths, total_length = create_roads()
if loose_cam:
cam.move(delta_time)
else:
cam.speed = Vector(0, 0)
cam.target_pos = selected_car.pos
cam.move(delta_time)
# --- DRAW --- hier tekenen we alles op het scherm
# Maak scherm grijs
screen.fill(background_color)
if start_initiated:
if time.time() - gen_time - paused_time > 0:
current_lights = starting_lights_4
match_started = True
start_initiated = False
elif time.time() - gen_time - paused_time > -1:
current_lights = starting_lights_3
elif time.time() - gen_time - paused_time > -2:
current_lights = starting_lights_2
elif time.time() - gen_time - paused_time > -3:
current_lights = starting_lights_1
for i, road in enumerate(roads):
if debug_mode != 6:
road.draw(screen, cam)
road.draw_middle(screen, cam, abs(2 * i / len(roads) - 1))
# Als debugmodus 3 aan staat ook de middelpunten en randen tekenen
if debug_mode == 3:
for edge in edges:
pygame.draw.line(screen, edge_color, world_to_screen((edge[0], edge[1]), cam, screen),
world_to_screen((edge[2], edge[3]), cam, screen), 5)
# pygame.draw.line(screen, (random.randint(0, 255), 20, 50),
# world_to_screen((edge[0], edge[1]), cam, screen),
# world_to_screen((edge[2], edge[3]), cam, screen), 5)
for i in range(len(cars)):
cars[-1 - i].draw(screen, cam)
if gamemode == "versus" and not versus_mode_winner == "":
show_versus_winner(screen, versus_mode_winner, winner_time, gen_time, paused_time)
selected_car.draw_debug(screen, cam)
if debug_mode > 1:
draw_text(debug_info, screen)
clear_debug_info()
frame += 1
pygame.display.update()
clock.tick()
def show_versus_winner(screen, winner, finish_time, gen_time, paused_time):
screen_width, screen_height = screen.get_width(), screen.get_height()
winner_text = ""
if winner == "player":
winner_text = f"You won!"
elif winner == "ai":
winner_text = f"AI won!"
screen_color = (80, 80, 90)
rect = pygame.Rect((screen_width - (screen_width / 1.64102564103))/2, (screen_height - (screen_height / 1.71428571429))/2, screen_width / 1.64102564103, screen_height / 1.71428571429)
rounded_rect_surface = pygame.Surface(rect.size, pygame.SRCALPHA)
pygame.draw.rect(rounded_rect_surface, screen_color, rounded_rect_surface.get_rect(), border_radius=20)
rounded_rect_surface.set_alpha(200)
font_size = int(screen_height / 10)
font = pygame.font.Font("assets/JetBrainsMono.ttf", font_size)
winner_text_render = font.render(winner_text, True, text_color)
time_text_render = font.render(f"{finish_time} seconds", True, text_color)
winner_text_rect = winner_text_render.get_rect()
time_text_rect = time_text_render.get_rect()
winner_text_rect.center = (screen_width // 2, screen_height // 2 - font_size)
time_text_rect.center = (screen_width // 2, screen_height // 2 + font_size)
screen.blit(rounded_rect_surface, rect)
screen.blit(winner_text_render, winner_text_rect)
screen.blit(time_text_render, time_text_rect)
if time.time() - gen_time - paused_time - finish_time > 3:
continue_text_render = pygame.font.Font("assets/JetBrainsMono.ttf", int(screen_height / 40)).render("Press [C] to continue", True, text_color)
continue_text_rect = continue_text_render.get_rect()
continue_text_rect.center = (screen_width // 2, screen_height // 2 + 4 * font_size)
screen.blit(continue_text_render, continue_text_rect)
def create_cars_ai(amount, weights, biases):
# Altijd de beste auto weer in de volgende generatie stoppen
cars = [Car(True, weights, biases)]
# Het neural network aanpassen voor alle andere auto's
for i in range(amount - 1):
changed_weights = network.change_weights(weights, max_change)
changed_biases = network.change_biases(biases, max_change / 3)
cars.append(Car(True, changed_weights, changed_biases))
return cars
def create_cars_player(amount):
cars = []
for i in range(amount):
cars.append(Car(False, None, None))
return cars
def create_roads():
roads: list[Road] = []
middle_segments = []
middle_lengths: list[float] = []
x, y = 0, 0
direction = 0
size = 200
selected_map = random.choice(training_maps) if use_training_maps else built_in_map
for road_type in selected_map:
simplified_direction = direction % 4
# Steeds naar de volgende positie schuiven
if simplified_direction == 0:
x += size
elif simplified_direction == 1:
y += size
elif simplified_direction == 2:
x -= size
elif simplified_direction == 3:
y -= size
roads.append(Road(x, y, road_type, simplified_direction * 90, size))
# De richting aanpassen voor de volgende
if road_type == "r":
direction += 1
elif road_type == "l":
direction -= 1
edges = []
for road in roads:
for edge in road.edges:
edges.append(edge)
edges = optimise_edges(edges)
total_length = 0
for road in roads:
for segment in road.middle_lines:
middle_segments.append(segment)
length = numpy.sqrt((segment[0] - segment[2]) ** 2 + (segment[1] - segment[3]) ** 2)
middle_lengths.append(length)
total_length += length
return roads, edges, middle_segments, middle_lengths, total_length
# Voegt randen die naast elkaar zitten samen om de performance te verbeteren
def optimise_edges(edges):
optimised_fully = False
while not optimised_fully:
optimised_fully = True
optimised_indexes = []
new_edges = []
left = 0
right = 1
while left < len(edges) - 1:
edge_left = tuple(map(lambda num: round(num), edges[left]))
edge_right = tuple(map(lambda num: round(num), edges[right]))
if left not in optimised_indexes:
direction1 = (edge_left[0] - edge_left[2], edge_left[1] - edge_left[3])
direction2 = (edge_right[0] - edge_right[2], edge_right[1] - edge_right[3])
if direction2[1] == 0 and direction1[1] == 0 or (direction1[1] != 0 and direction1[0] * (direction2[1] / direction1[1]) == direction2[0]): # Dezelfde richtingsvector
yay = False
if edge_left[0] == edge_right[0] and edge_left[1] == edge_right[1]:
new_edge = (edge_left[2], edge_left[3], edge_right[2], edge_right[3])
new_edges.append(new_edge)
yay = True
elif edge_left[0] == edge_right[2] and edge_left[1] == edge_right[3]:
new_edge = (edge_left[2], edge_left[3], edge_right[0], edge_right[1])
new_edges.append(new_edge)
yay = True
elif edge_left[2] == edge_right[0] and edge_left[3] == edge_right[1]:
new_edge = (edge_left[0], edge_left[1], edge_right[2], edge_right[3])
new_edges.append(new_edge)
yay = True
elif edge_left[2] == edge_right[2] and edge_left[3] == edge_right[3]:
new_edge = (edge_left[0], edge_left[1], edge_right[0], edge_right[1])
new_edges.append(new_edge)
yay = True
if yay:
optimised_fully = False
optimised_indexes.append(left)
optimised_indexes.append(right)
right += 1
if right == len(edges) or left in optimised_indexes: # Right aangekomen bij het eind van de lijst
if left not in optimised_indexes: # Is niet geoptimaliseerd dus voegen we gewoon toe aan de nieuwe
new_edges.append(edge_left)
left += 1
right = left + 1
if right == len(edges) - 1 and right not in optimised_indexes: # De laatste moet ook nog toegevoegd worden
edge_right = tuple(map(lambda num: round(num), edges[right]))
new_edges.append(edge_right)
edges = new_edges
return edges
class Camera:
def __init__(self, x, y):
self.pos = Vector(x, y)
self.target_pos = Vector(x, y)
self.speed = Vector(0, 0)
self.mouse_down = Vector(0, 0) # Waar de muis heeft geklikt
def move(self, delta_time):
acceleration = 0.5
active_keys = pygame.key.get_pressed()
if active_keys[pygame.K_LEFT]:
self.speed.x -= acceleration
if active_keys[pygame.K_RIGHT]:
self.speed.x += acceleration
if active_keys[pygame.K_UP]:
self.speed.y -= acceleration
if active_keys[pygame.K_DOWN]:
self.speed.y += acceleration
self.calculate_mouse_movement()
self.speed.x *= 0.95
self.speed.y *= 0.95
self.target_pos += self.speed
self.pos += (self.target_pos - self.pos) * 0.15 * delta_time
debug_info.append("")
add_rounded_debug_info("Cam X: ", self.pos.x)
add_rounded_debug_info("Cam Y: ", self.pos.y)
def calculate_mouse_movement(self):
new_mouse = Vector(pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1])
if pygame.mouse.get_pressed()[0]:
self.target_pos -= new_mouse - self.mouse_down
global loose_cam
loose_cam = True
self.mouse_down = new_mouse
# De bekende
class Vector:
def __init__(self, x, y):
self.x = x
self.y = y
def __mul__(self, other):
if isinstance(other, float):
return Vector(self.x * other, self.y * other)
else:
return self.x * other.y - self.y * other.x
def __sub__(self, other):
return Vector(self.x - other.x, self.y - other.y)
def __add__(self, other):
return Vector(self.x + other.x, self.y + other.y)
def length(self):
return math.sqrt(self.x * self.x + self.y * self.y)
def rotate_90(self):
return Vector(-self.y, self.x)
def multiply(self, number):
return Vector(self.x * number, self.y * number)
# Coördinaten van de wereld vertalen naar coordinaten op het scherm
def world_to_screen(world_coords: tuple, cam: Camera, screen):
return (world_coords[0] - cam.pos.x + screen.get_rect().width * 0.5,
world_coords[1] - cam.pos.y + screen.get_rect().height * 0.5)
# Hetzelfde maar dan voor een vector
def world_to_screen_vec(world_coords: Vector, cam: Camera, screen):
return (world_coords.x - cam.pos.x + screen.get_rect().width * 0.5,
world_coords.y - cam.pos.y + screen.get_rect().height * 0.5)
class Road:
def __init__(self, x, y, road_type, angle, size):
self.pos = Vector(x, y)
self.road_type: str = road_type
self.angle: int = angle
self.size: int = size
self.edges = self.create_edges()
self.middle_lines = self.create_middle()
# De coördinaten maken voor de randen die bij het type weg horen
def create_edges(self):
edges = []
coords = []
if self.road_type == "r":
coords.append((-1, -1, 1, -1))
coords.append((1, -1, 1, 1))
elif self.road_type == "s":
coords.append((-1, -1, 1, -1))
coords.append((-1, 1, 1, 1))
elif self.road_type == "l":
coords.append((1, -1, 1, 1))
coords.append((-1, 1, 1, 1))
elif self.road_type == "b":
coords.append((-1, -1, 1, -1))
coords.append((-1, 1, 1, 1))
coords.append((-1, -1, -1, 1))
elif self.road_type == "e":
coords.append((-1, -1, 1, -1))
coords.append((-1, 1, 1, 1))
coords.append((1, -1, 1, 1))
for pair in coords:
vector1 = rotate_vector([pair[0], pair[1]], self.angle)
vector2 = rotate_vector([pair[2], pair[3]], self.angle)
start = (self.pos.x + vector1[0] * self.size * 0.5, self.pos.y + vector1[1] * self.size * 0.5)
end = (self.pos.x + vector2[0] * self.size * 0.5, self.pos.y + vector2[1] * self.size * 0.5)
edges.append((start[0], start[1], end[0], end[1]))
return edges
# De coördinaten maken voor de middellijk die bij het type weg hoort
def create_middle(self):
middle = []
coords = []
if self.road_type == "s" or self.road_type == "b":
coords.append((-1, 0, 1, 0))
elif self.road_type == "r":
coords.append((-0.6, 0, -1, 0))
coords.append((-0.6, 0, 0, 0.6))
coords.append((0, 1, 0, 0.6))
elif self.road_type == "l":
coords.append((-1, 0, -0.6, 0))
coords.append((-0.6, 0, 0, -0.6))
coords.append((0, -0.6, 0, -1))
elif self.road_type == "e":
coords.append((-1, 0, 0, 0))
for pair in coords:
vector1 = rotate_vector([pair[0], pair[1]], self.angle)
vector2 = rotate_vector([pair[2], pair[3]], self.angle)
start = (self.pos.x + vector1[0] * self.size * 0.5, self.pos.y + vector1[1] * self.size * 0.5)
end = (self.pos.x + vector2[0] * self.size * 0.5, self.pos.y + vector2[1] * self.size * 0.5)
middle.append((start[0], start[1], end[0], end[1]))
return middle
# De berekende wegen tekenen op het scherm op basis van de positie van de camera.
def draw(self, screen: pygame.surface.Surface, cam):
destination = world_to_screen((self.pos.x, self.pos.y), cam, screen)
image = straight_road
if self.road_type == "r":
image = pygame.transform.rotate(turn_road, -self.angle + 90)
elif self.road_type == "l":
image = pygame.transform.rotate(turn_road, -self.angle)
elif self.road_type == "s":
image = pygame.transform.rotate(straight_road, self.angle)
elif self.road_type == "b":
image = pygame.transform.rotate(beginning_road, self.angle)
elif self.road_type == "e":
image = pygame.transform.rotate(end_road, -self.angle)
screen.blit(image, image.get_rect(center=destination))
if self.road_type == "b" and gamemode == "versus":
screen.blit(current_lights, image.get_rect(center=(destination[0] + 10, destination[1] - 120)))
if debug_mode == 3:
pygame.draw.circle(screen, edge_color, destination, 5)
# Als debugmodus 4 aan staat ook de middellijn over de weg tekenen
def draw_middle(self, screen, cam, color):
if debug_mode == 4:
for middle_line in self.middle_lines:
pygame.draw.line(screen, (0, 200 * color, 150),
world_to_screen((middle_line[0], middle_line[1]), cam, screen),
world_to_screen((middle_line[2], middle_line[3]), cam, screen), 5)
# dit kennen we
def rotate_vector(vector, angle):
angle = numpy.radians(angle)
matrix = [
[math.cos(angle), -math.sin(angle)],
[math.sin(angle), math.cos(angle)]
]
return numpy.matmul(matrix, vector)
class Car:
def __init__(self, is_ai, weights, biases):
self.weights = weights
self.biases = biases
self.pos = Vector(200, 0.3)
self.angle = math.pi * -0.5
self.speed = 0
if is_ai:
self.image = pygame.image.load("assets/red_car.png")
else:
self.image = pygame.image.load("assets/blue_car.png")
self.movement_angle = math.pi * -0.5
self.reduced_angle = abs(self.movement_angle % (0.5 * math.pi) - 0.25 * math.pi)
self.middle_point: Vector = Vector(0, 0)
self.middle = (0, 0, 0)
self.distance_traveled = 0
self.on_road = True
self.finished_time = 0
self.is_ai = is_ai
self.rays: list[Ray] = []
rays_amount = layers[0] - 2
for i in range(rays_amount):
self.rays.append(Ray(180 + i * 180 / (rays_amount - 1)))
# move gebeurt 60 keer per seconde, past waarden van de auto aan
def move(self, cars, selected_car_index, delta_time):
# De wrijving van de banden, waardoor de snelheid afneemt
self.speed *= 0.97 ** delta_time
acceleration = 0.6
# De kleine afstand die je in deze frame kan draaien, gebaseerd op hoe snel je gaat
x = 0.08 * abs(self.speed) - 1
max_rotation = 0.05 * (1 - x * x)
if self.speed < 0:
max_rotation = -max_rotation
self.reduced_angle = abs(self.movement_angle % (0.5 * math.pi) - 0.25 * math.pi)
if self.is_ai and match_started:
inputs = [self.speed, self.reduced_angle]
for ray in self.rays: # Alle rays aan de inputlijst toevoegen
inputs.append(ray.distance)
outputs = network.calculate(self.weights, self.biases, inputs)
# Outputs omzetten naar getallen van -1 naar 1
steering = outputs[0] * 2 - 1
gas = outputs[1] * 2 - 1
# De outputs gebruiken
self.angle += max_rotation * steering * delta_time
self.speed += acceleration * -gas * delta_time
if cars.index(self) == selected_car_index and not self.is_ai and match_started:
active_keys = pygame.key.get_pressed()
if active_keys[pygame.K_a]:
self.angle += max_rotation * delta_time
if active_keys[pygame.K_d]:
self.angle -= max_rotation * delta_time
if active_keys[pygame.K_w]:
self.speed += acceleration * delta_time
if active_keys[pygame.K_s]:
self.speed -= acceleration * delta_time
self.movement_angle += (self.angle - self.movement_angle) * 0.1 * delta_time
self.pos.x += -math.sin(self.movement_angle) * self.speed * delta_time
self.pos.y += -math.cos(self.movement_angle) * self.speed * delta_time
# Wanneer de auto van de weg af raakt, wordt de tijd opgeslagen en de afgelegde afstand berekend
def crash(self, roads, middle_segments, middle_lengths, total_length, gen_time, paused_time):
if gamemode == "training" or gamemode == "network":
self.on_road = False
self.finished_time = time.time() - gen_time - paused_time
self.calc_distance_to_finish(roads, middle_segments, middle_lengths, total_length)
elif gamemode == "versus":
self.calc_distance_to_finish(roads, middle_segments, middle_lengths, total_length)
if self.distance_traveled > 0.99:
self.on_road = False
self.finished_time = time.time() - gen_time - paused_time
else:
if match_started:
self.pos = Vector(200, 0.3)
self.angle = math.pi * -0.5
self.speed = 0
self.distance_traveled = 0
# Ray casting om afstand tot de rand van de weg te detecteren
def calc_rays(self, edges):
for ray in self.rays:
ray.distance = 10000
ray.can_draw = False
ray.intersections = 0
# Meedraaien met de auto
ray.angle = math.radians(ray.initial_angle) - self.movement_angle
# Voor elke edge van elke road kijken of deze de ray snijdt
for edge in edges:
edge_1 = Vector(edge[0], edge[1])
edge_2 = Vector(edge[2], edge[3])
# Bereken het eindpunt van de ray op basis van de lengte en de hoek
ray_1 = self.pos
ray_2 = Vector(self.pos.x + math.cos(ray.angle), self.pos.y + math.sin(ray.angle))
f_ray, f_edge, parallel = intersection(ray_1, ray_2, edge_1, edge_2)
if 0 <= f_ray and 0 <= f_edge <= 1 and not parallel:
ray.can_draw = True
ray.distance = min(ray.distance, f_ray)
ray.intersections += 1
# Bereken de afstand tot de finish door te kijken bij welke middellijn de auto zich bevindt en de lengte van de middellijnen van gepasseerde wegdelen bij elkaar op te tellen.
def calc_distance_to_finish(self, roads: list[Road], middle_segments, middle_lengths, total_length):
self.middle_point = None
# Kijk op welk wegdeel de auto zit
for i, road in enumerate(roads):
for j, middle_line in enumerate(road.middle_lines):
middle_1 = Vector(middle_line[0], middle_line[1])
middle_2 = Vector(middle_line[2], middle_line[3])
perp_1 = Vector(self.pos.x, self.pos.y)
perp_2 = perp_1 + (middle_1 - middle_2).rotate_90()
cross_product = (middle_1 - middle_2) * (perp_1 - perp_2)
if cross_product != 0:
f_perp = (middle_1 - perp_1) * (middle_1 - middle_2) / cross_product
f_middle = (middle_1 - perp_1) * (perp_1 - perp_2) / cross_product
if 0 <= f_middle <= 1:
# De kortste afstand zit midden op een lijnstuk
ints = perp_1 + (perp_2 - perp_1).multiply(f_perp)
if self.middle_point is not None:
distance = (perp_1 - self.middle_point).length()
new_distance = (perp_1 - ints).length()
if new_distance < distance:
self.middle_point = ints
self.middle = (middle_line, f_middle)
else:
self.middle_point = ints
self.middle = (middle_line, f_middle)
else:
# De kortste afstand zit op een hoekpunt
new_distance1 = (perp_1 - middle_1).length()
new_distance2 = (perp_1 - middle_2).length()
closest = middle_1 if new_distance1 < new_distance2 else middle_2
if self.middle_point is not None:
if (perp_1 - closest).length() < (perp_1 - self.middle_point).length():
self.middle_point = closest
self.middle = (middle_line, 0 if closest == middle_1 else 1)
else:
self.middle_point = closest
self.middle = (middle_line, 0 if closest == middle_1 else 1)
segment = middle_segments.index(self.middle[0])
previous_length = 0
# Afstanden van de middellijnen van vorige wegdelen optellen
for i in range(segment):
previous_length += middle_lengths[i]
# Bereken totale afgelegde afstand en deel dit door de totale afstand tussen start en finish om een getal tussen 0 en 1 te krijgen
self.distance_traveled = (previous_length + middle_lengths[segment] * self.middle[1]) / total_length
# Draw past veranderingen van move toe op het scherm
def draw(self, screen: pygame.surface.Surface, cam):
screen_coords = world_to_screen((self.pos.x, self.pos.y), cam, screen)
image, rect = rotate_image(self.image, math.degrees(self.movement_angle), screen_coords)
screen.blit(image, rect)
def draw_debug(self, screen: pygame.surface.Surface, cam):
screen_coords = world_to_screen((self.pos.x, self.pos.y), cam, screen)
# Als debugmodus 3 aan staat de rays tekenen rond de auto
if debug_mode == 3 or debug_mode == 6:
for ray in self.rays:
if ray.can_draw:
# screen coordinates
snijpunt_x = screen_coords[0] + ray.distance * math.cos(ray.angle)
snijpunt_y = screen_coords[1] + ray.distance * math.sin(ray.angle)
pygame.draw.circle(screen, ray_color, (snijpunt_x, snijpunt_y), 5)
pygame.draw.line(screen, ray_color, screen_coords, (snijpunt_x, snijpunt_y))
# Als debugmodus 4 aan staat een lijntje trekken tussen de middellijn en de auto, mits de auto van de weg is geraakt
if debug_mode == 4 and self.middle_point is not None and not self.on_road:
pygame.draw.line(screen, middle_line_color, screen_coords,
world_to_screen_vec(self.middle_point, cam, screen), 3)
pygame.draw.circle(screen, middle_line_color, world_to_screen_vec(self.middle_point, cam, screen), 5)
pygame.draw.circle(screen, middle_line_color, world_to_screen((self.pos.x, self.pos.y), cam, screen), 5)
# Debugmodus 5 geeft de hoek aan waar de auto naartoe wil draaien
if debug_mode == 5:
pygame.draw.line(screen, middle_line_color, world_to_screen_vec(self.pos, cam, screen), world_to_screen(
(-math.sin(self.angle) * 150 + self.pos.x, -math.cos(self.angle) * 150 + self.pos.y), cam, screen), 3)
pygame.draw.line(screen, ray_color, world_to_screen_vec(self.pos, cam, screen), world_to_screen(
(-math.sin(self.movement_angle) * 150 + self.pos.x, -math.cos(self.movement_angle) * 150 + self.pos.y),
cam, screen), 3)
# Voegt informatie van de auto toe aan de debugmodus
def add_debug_info(self, index):
debug_info.append("")
debug_info.append(f"AUTO {index + 1}")
add_rounded_debug_info("X: ", self.pos.x)
add_rounded_debug_info("Y: ", self.pos.y)
add_rounded_debug_info("Reduced Angle: ", self.reduced_angle)
if self.on_road:
add_rounded_debug_info("Snelheid: ", self.speed)
add_rounded_debug_info("Hoek: ", self.angle)
else:
debug_info.append("Niet op de weg!!!")
debug_info.append(f"Distance: {self.distance_traveled}")
debug_info.append(f"Time: {self.finished_time}")
def __str__(self):
return f"Car at ({round(self.pos.x)}, {round(self.pos.y)})"
# Berekent een snijpunt tussen 2 vectoren
def intersection(a1, a2, b1, b2):
cross = (b1.x - b2.x) * (a1.y - a2.y) - (b1.y - b2.y) * (a1.x - a2.x)