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script.js
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112 lines (101 loc) · 3.23 KB
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import randInitialize from './neuralnetwork/helper/randInitialize.js';
import scaler from './utility/scaler.js';
import predict from './neuralnetwork/prediction.js';
import { keysToResult } from './utility/mapNumKeys.js';
import Network from './neuralnetwork/network.js';
import Player from './game/player.js';
import Keys from './utility/keys.js';
import Enemy from './game/enemy.js';
import genMatrix from './utility/genMatrix.js';
const canvas = document.getElementById("canvas");
const menu = document.getElementById("menu");
const ctx = canvas.getContext("2d");
let time = new Date().getTime();
window.onload = function(){
canvas.style.display = "none";
scaler();
window.onresize = scaler;
Array.prototype.last = function() {
return this[this.length - 1];
}
}
const inputs = 4;
const hidden = 50;
const layers = 0;
const output = 9;
const alpha = 1;
const lambda = 0;
let defender = new Network(inputs, hidden, output, layers, alpha, lambda);
let attacker = new Network(inputs, hidden, output, layers, alpha, lambda);
let player = new Player();
let enemy = new Enemy();
let keys = new Keys();
let attacking = true;
function down (key) {
if (key.key in keys.keyToIndex) {
keys.keys[keys.keyToIndex[key.key]] = true;
keys.keys[keys.keyToOpposite[key.key]] = false;
}
else if (key.key == "l") {
//console.log(defender.Theta1, defender.Theta2, attacker.Theta1, attacker.Theta2);
//console.log(defender.cost(), attacker.cost());
console.log(defender.outY(), attacker.outY());
}
}
function up (key) {
if (key.key in keys.keyToIndex) {
keys.keys[keys.keyToIndex[key.key]] = false;
}
}
function update() {
ctx.fillStyle = "white"
ctx.fillRect(0, 0, 1600, 900);
ctx.fillStyle = "green";
ctx.fillRect(1500, 0, 100, 900);
let delta = new Date().getTime() - time;
if (attacking) {
attacker.pushExample(genMatrix(player.x, player.y, enemy.x, enemy.y), keysToResult(keys.keys));
enemy.update(delta / 1000, defender.decision(genMatrix(player.x, player.y, enemy.x, enemy.y)), ctx);
}
else {
defender.pushExample(genMatrix(player.x, player.y, enemy.x, enemy.y), keysToResult(keys.keys));
enemy.update(delta / 1000, attacker.decision(genMatrix(player.x, player.y, enemy.x, enemy.y)), ctx);
}
if (player.update(delta / 1000, keys.getDirection(), {x: enemy.x, y: enemy.y}, ctx) != 0) return swap();
time = new Date().getTime();
requestAnimationFrame(update);
}
function swap() {
if (attacking) {
attacker.gradient();
}
else {
defender.gradient();
}
attacking = !attacking;
player.reset();
enemy.reset();
keys = new Keys();
time = new Date().getTime();
requestAnimationFrame(update);
}
function start() {
player = new Player();
keys = new Keys();
enemy = new Enemy();
menu.style.display = "none";
time = new Date().getTime();
canvas.style.display = "";
document.getElementById("body").style = "background-color: black";
document.addEventListener("keydown", down);
document.addEventListener("keyup", up);
requestAnimationFrame(update);
}
function end() {
menu.style.display = "";
canvas.style.display = "none";
document.getElementById("body").style = "background-color: white";
document.removeEventListener("keydown", down);
document.removeEventListener("keyup", up);
}
document.getElementById("play").addEventListener("click", start);