import datetime import math import numpy as np import random import pygame from brain import Neural_Network from params import ( GY, CAR_MAX_SPEED, CAR_MAX_FITNESS, CAR_SIZE, CAR_STEERING_FACTOR, MAX_RUN_TIME, VISION_LENGTH, VISION_SPAN, THROTTLE_POWER, screen, ) from trigo import angle_to_vector, get_line_feats, segments_intersection, distance IMG = pygame.image.load("car20.png") # .convert() class Car(pygame.sprite.Sprite): def __init__(self, brain=None): pygame.sprite.Sprite.__init__(self) self.top_surface = pygame.Surface((CAR_SIZE, CAR_SIZE)) self.original_image = IMG # self.image = pygame.Surface((CAR_SIZE, CAR_SIZE)) # self.image.fill((0,255,0)) # self.original_image = self.image self.image = self.original_image self.rect = self.image.get_rect() self.vision_length = VISION_LENGTH # line liength self.vision_span = VISION_SPAN # degrees self.draw_sensors = False # lets add 3 sensors as a start # 1 straight ahead # 2 left 15° # 3 right 15 ° # we will give each of them a max lenght to # and we will eventually detect any line crossing the sensor and # retain the min value as a distance to collision input self.center_sensor = None self.left_sensor = None self.right_sensor = None self.sensors = [self.left_sensor, self.center_sensor, self.right_sensor] self.probes = [self.vision_length] * 3 if brain: self.brain = brain else: self.brain = Neural_Network() self.reset_car_pos() self.update_sensors() self.probe_brain() self.run = True self.distance_run = 0 self.creation_dt = datetime.datetime.now() self.run_time = 0 def reset_car_pos(self): self.rect.center = ( 75 - int(random.random() * 20) - 10, GY - 50 - int(random.random() * 20) - 10, ) self.speed = 1 self.heading = random.random() * 20 self.heading_change = random.random() * 30 def update_sensors(self): center = self.rect.center vc = angle_to_vector(self.heading) self.center_sensor = [ center, ( int(self.vision_length * vc[0] + center[0]), int(-self.vision_length * vc[1] + center[1]), ), ] vl = angle_to_vector(self.heading + self.vision_span) self.left_sensor = [ center, ( int(self.vision_length * vl[0] + center[0]), int(-self.vision_length * vl[1] + center[1]), ), ] vr = angle_to_vector(self.heading - self.vision_span) self.right_sensor = [ center, ( int(self.vision_length * vr[0] + center[0]), int(-self.vision_length * vr[1] + center[1]), ), ] def update_position(self): vec = angle_to_vector(self.heading) old_center = self.rect.center self.rect.center = ( self.speed * vec[0] / 2 + old_center[0], -self.speed * vec[1] / 2 + old_center[1], ) self.update_sensors() if self.run: self.distance_run += int(distance(old_center, self.rect.center)) self.brain.fitness = math.sqrt(self.distance_run) def probe_lines_proximity(self, lines): # print(self.center_sensor, lines[0]) self.probes = [self.vision_length * 2] * 3 for idx, sensor in enumerate( [self.left_sensor, self.center_sensor, self.right_sensor] ): for line in lines: ip = segments_intersection(sensor, line) # print(ip) if ip: if self.draw_sensors: pygame.draw.circle(screen, (125, 125, 255), ip, 4, 2) dist = int(distance(ip, self.rect.center)) self.probes[idx] = min(dist, self.probes[idx]) if dist < 1 * self.speed or self.speed < 0.01: self.run = False self.speed = 0 # print(f'Car {id(self)} crashed') return else: self.probes[idx] = self.vision_length * 1.1 # print(self.probes) def probe_brain(self): res = self.brain.predict(np.array(self.probes + [self.speed])) self.heading_change = res[0] * 30 self.throttle = res[1] * 5 def update(self): # rotate old_center = self.rect.center self.image = pygame.transform.rotate(self.original_image, self.heading) self.rect = self.image.get_rect() self.rect.center = old_center self.update_position() self.run_time = (datetime.datetime.now() - self.creation_dt).seconds if self.run_time > MAX_RUN_TIME: print("RUNTIME EXCEEDED") if ( self.speed < 0.01 or self.brain.fitness > CAR_MAX_FITNESS or self.run_time > MAX_RUN_TIME ): self.run = False # print(f"Car {id(self)} crashed") # print( # 'id', id(self), # 'Speed', self.speed, # 'heading', self.heading, # 'throttle', self.throttle, # 'heading change', self.heading_change, # ) if self.speed: self.heading += self.heading_change * CAR_STEERING_FACTOR / self.speed self.heading = self.heading % 360 self.speed += self.throttle # THROTTLE_POWER # if self.throttle : # self.speed += self.throttle #THROTTLE_POWER # else : # self.speed -= self.throttle #THROTTLE_POWER self.speed = max(0, self.speed) self.speed = min(self.speed, CAR_MAX_SPEED) super().update() def show_features(self): if self.draw_sensors: pygame.draw.line( screen, (255, 0, 0), self.center_sensor[0], self.center_sensor[1] ) pygame.draw.line( screen, (0, 255, 0), self.left_sensor[0], self.left_sensor[1] ) pygame.draw.line( screen, (0, 0, 255), self.right_sensor[0], self.right_sensor[1] ) pygame.draw.circle(screen, (125, 255, 125), self.rect.center, 4, 2)