Example #1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (!crashed)
        {
            if (randomStart)
            {
                rend.material.color = new Color(1, 0, 0);
                randomStart         = false;
                transform.Translate(new Vector3(0, 0.01f, 0));
            }
            if (champion)
            {
                rend.material.color = new Color(0, 1, 0);
                champion            = false;
                transform.Translate(new Vector3(0, 0.015f, 0));
            }
            if (wasLoaded)
            {
                rend.material.color = new Color(0, 0, 1);
                wasLoaded           = false;
                transform.Translate(new Vector3(0, 0.02f, 0));
            }
            // must hit a lap gate at least every 10 seconds or die
            lapGateTime -= Time.deltaTime;
            if (lapGateTime < 0)
            {
                wallHit();
            }

            //gets the left and right of the car
            var right45 = Quaternion.Euler(0, 45, 0) * transform.forward;
            var left45  = Quaternion.Euler(0, -45, 0) * transform.forward;

            ///raycasts to check how far the nearest wall is to the car in the direction
            RaycastHit forwardRay;
            //forward raycast
            if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out forwardRay, 10, layerMask))
            {
                Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * forwardRay.distance, Color.red);
                forwardDistance = forwardRay.distance;
            }
            else
            {
                forwardDistance = 10.0f;
            }
            //left raycast
            RaycastHit leftRay;
            if (Physics.Raycast(transform.position, left45, out leftRay, 10, layerMask))
            {
                Debug.DrawRay(transform.position, left45 * leftRay.distance, Color.blue);
                leftDistance = leftRay.distance;
            }
            else
            {
                leftDistance = 10.0f;
            }
            //right raycast
            RaycastHit rightRay;
            if (Physics.Raycast(transform.position, right45, out rightRay, 10, layerMask))
            {
                Debug.DrawRay(transform.position, right45 * rightRay.distance, Color.blue);
                rightDistance = rightRay.distance;
            }
            else
            {
                rightDistance = 10.0f;
            }

            //---puts the raycast lengths between 0 and 1
            forwardDistance /= 10;
            leftDistance    /= 10;
            rightDistance   /= 10;

            //  ------------------------    Put Neural network below this   ------------------------
            float[] inputs = new float[3];
            //sets the inputs
            inputs[0] = forwardDistance;
            inputs[1] = leftDistance;
            inputs[2] = rightDistance;
            //runs the inputs through the network
            float[] outputs = neuralNetwork.FeedForward(inputs);

            //  ------------------------    Put Neural network above this   ------------------------
            //gets the outputs from the neural network
            outputs[0] *= turnSpeed;
            outputs[1] *= acceleration;

            //add the outputs to the related variable
            rotation += outputs[0];
            velocity  = outputs[1];
            //movement speed clamps
            if (velocity > maxSpeed)
            {
                velocity = maxSpeed;
            }
            if (velocity < -maxSpeed)
            {
                velocity = -maxSpeed;
            }
            // rotation speed clamps
            if (rotation > maxTurnSpeed)
            {
                rotation = maxTurnSpeed;
            }
            if (rotation < -maxTurnSpeed)
            {
                rotation = -maxTurnSpeed;
            }

            //moves the car according to the outputs received
            transform.Rotate(new Vector3(0, outputs[0], 0) * Time.deltaTime);
            transform.Translate(new Vector3(0, 0, outputs[1]) * Time.deltaTime);


            //adds the distance traveled by the car to the fitness score
            distance          = transform.position - lastPos;
            distanceTravelled = Vector3.Magnitude(distance);
            lastPos           = transform.position;
            // add the fitness score to the neural network -> the further it moves the higher the fitness score becomes
            increaseFitness();
        }
    }