Beispiel #1
0
    void Start()
    {
        gridPos.x = FrogWorld.numGridsX / 2;
        gridPos.z = maxGridZ;

        // add death state
        eventDeath += () =>
        {
            mesh.material.SetColor("_Color", Color.white * 0.3f);

            transform.DOKill(true);
            //transform.DOPunchRotation(Vector3.one * 15.0f, 0.4f, 10);
            transform.DORotateQuaternion(Quaternion.Euler(90.0f, 0.0f, 0.0f) * transform.rotation, 0.2f).SetEase(Ease.OutBack);

            var newScale = transform.localScale;
            newScale.Scale(new Vector3(0.75f, 0.75f, 0.75f));
            transform.DOScale(newScale, 0.2f).SetEase(Ease.OutBack);

            this.StopAndNullify(ref threadMoving);
        };

        threadMoving = StartCoroutine(HandleMovement());

        transform.localScale = Vector3.one * FrogWorld.gridSize;
        transform.position   = FrogWorld.GridToWorldPos(gridPos);
    }
Beispiel #2
0
    /*void OnTriggerEnter2D(Collider2D collisionObj)
     * {
     *  if (collisionObj.gameObject.layer == LayerMask.NameToLayer("Zone"))
     *  {
     *      var collisionGameObj = collisionObj.gameObject;
     *
     *      // doesn't touch?
     *      if (!touchedZones.Contains(collisionGameObj))
     *      {
     *          var zone = collisionGameObj.GetComponent<Zone>();
     *
     *          if (zone.eventTouched != null)
     *              zone.eventTouched();
     *
     *          lifeSpan = Mathf.Min(lifeSpan + lifeSpanEat, lifeSpanMax);
     *
     *          touchedZones.Add(collisionGameObj);
     *          fitness += 1.0f;
     *      }
     *  }
     * }
     *
     * void OnCollisionEnter2D(Collision2D collisionObj)
     * {
     *  if (collisionObj.gameObject.layer == LayerMask.NameToLayer("Obstacle"))
     *  {
     *      TriggerDeath();
     *  }
     * }*/

    IEnumerator HandleMovement()
    {
        FrogWorld frogWorld = FrogWorld.Instance;
        float     gridSize  = FrogWorld.gridSize;

        while (true)
        {
            UpdateNeuralNetOutput();

            GridPos gridDelta = new GridPos(0, 0);

            // wait for input
            while (true)
            {
                if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
                {
                    --gridDelta.x;
                }

                else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow))
                {
                    ++gridDelta.x;
                }

                else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
                {
                    --gridDelta.z;
                }

                else if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow))
                {
                    ++gridDelta.z;
                }

                /*if (Random.Range(0,2) == 0)
                 *  gridDelta.x = Random.Range(0, 3) - 1;
                 * else
                 *  gridDelta.z = Random.Range(0, 3) - 1;*/

                // neural network input
                var maxIndex = -1;
                var maxVal   = -99.0f;
                for (int i = 0; i < 4; ++i)
                {
                    var val = neuralNet.GetOutputData(i);

                    if (Mathf.Abs(val) > maxVal)
                    {
                        maxVal   = Mathf.Abs(val);
                        maxIndex = i;
                    }
                }

                if (maxIndex == 0)
                {
                    gridDelta.x += 1;
                }
                if (maxIndex == 1)
                {
                    gridDelta.x -= 1;
                }
                if (maxIndex == 2)
                {
                    gridDelta.z -= 1;
                }
                if (maxIndex == 3)
                {
                    gridDelta.z += 1;
                }

                if (gridDelta.x != 0 || gridDelta.z != 0)
                {
                    break;
                }

                yield return(null);
            }

            var simTimeScale = FrogSimulation.simTimeScale;

            // new grid pos
            GridPos newGridPos = gridPos + gridDelta;
            Vector3 newPos     = new Vector3(newGridPos.x * gridSize, gridSize * 0.5f, newGridPos.z * gridSize);

            // turn
            var turnAngle = Mathf.Rad2Deg * Mathf.Atan2(-gridDelta.z, gridDelta.x) + 90f;
            transform.DORotate(new Vector3(0.0f, turnAngle, 0.0f), 0.1f * simTimeScale).SetEase(Ease.OutBack);

            // hits wall
            if (frogWorld.HasObstacle(newGridPos))
            {
                --numTurnsLeft;

                var partPos = Vector3.Lerp(transform.position, newPos, 0.25f);
                yield return(transform.DOMove(partPos, 0.05f * simTimeScale).SetLoops(2, LoopType.Yoyo).WaitForCompletion());
            }
            else // move to empty spot
            {
                particles.Emit(1);

                // move there
                yield return(transform.DOMove(newPos, 0.1f * simTimeScale).SetEase(Ease.OutBack).WaitForCompletion());

                // moving forward
                if (newGridPos.z > maxGridZ)
                {
                    numTurnsLeft = Mathf.Max(numTurnsLeft, numTurnsReplenishedMoveForward);

                    maxGridZ = newGridPos.z;
                    fitness += 1.0f;

                    // Finished!
                    if (newGridPos.z >= FrogWorld.numGridsZ - 1)
                    {
                        yield return(transform.DOMove(newPos + Vector3.up * gridSize * 0.5f, 0.2f).SetLoops(12, LoopType.Yoyo).WaitForCompletion());

                        TriggerDeath();
                    }
                }
                else // not moving forwad
                {
                    --numTurnsLeft;
                }

                gridPos = newGridPos;
            }

            // no more turns left
            if (numTurnsLeft < 0)
            {
                TriggerDeath();
            }

            yield return(null);
        }
    }