-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathenvironment.py
106 lines (82 loc) · 3.05 KB
/
environment.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
# Author: Porter Zach
# Python 3.9
from math import cos, sin, pi
import numpy as np
import pygame
from pygame.locals import QUIT, K_LEFT, K_RIGHT, K_UP, K_DOWN
import courses
from ray import cast
from car import Car
class Environment:
def __init__(self, course_name):
pygame.display.init()
self.fps = 60
self.clock = pygame.time.Clock()
self.course, self.course_img, self.start = courses.import_course(course_name)
self.display = pygame.display.set_mode(self.course_img.get_rect().size)
self.car = Car(self.start, "car.png")
self.entities = pygame.sprite.Group()
self.entities.add(self.car)
# max_detect_distance = 200
def rotate(self, vec, angle):
return np.array([vec[0] * cos(angle) - vec[1] * sin(angle), vec[0] * sin(angle) + vec[1] * cos(angle)])
def get_ray_dirs(self, dir):
return [
self.rotate(dir, pi / 2),
self.rotate(dir, pi / 4),
dir,
self.rotate(dir, -pi / 4),
self.rotate(dir, -pi / 2)
]
def get_observation(self):
dir = self.car.dir()
rays = self.get_ray_dirs(dir)
# returns velocity, look direction, and distance to 5 ray intersections
return np.array([self.car.velocity[0], self.car.velocity[1],
dir[0], dir[1],
cast(self.car.position, rays[0], self.course),
cast(self.car.position, rays[1], self.course),
cast(self.car.position, rays[2], self.course),
cast(self.car.position, rays[3], self.course),
cast(self.car.position, rays[4], self.course)])
def reset(self):
self.car.reset(self.start)
return self.get_observation()
def step(self, actions):
prev_position = self.car.position.copy()
self.car.turn(actions[1])
self.car.accel(actions[0])
self.car.update()
observation = self.get_observation()
reward = np.linalg.norm(self.car.position - prev_position)
done = any([True if result < 1 else False for result in observation[4:]])
return observation, reward, done
def draw(self):
self.display.fill((0,0,0))
self.display.blit(self.course_img, (0, 0))
self.entities.draw(self.display)
pygame.display.update()
self.clock.tick(self.fps)
for event in pygame.event.get():
if event.type == QUIT:
quit()
# while True:
# keys = pygame.key.get_pressed()
# turn, forward = 0, 0
# if keys[K_UP]:
# forward += 1
# if keys[K_DOWN]:
# forward -= 1
# if keys[K_LEFT]:
# turn += 1
# if keys[K_RIGHT]:
# turn -= 1
# car.accel(forward)
# car.turn(turn)
# car.update()
# ray_dirs = get_ray_dirs(car.dir())
# cast_results = [cast(np.array(car.position), ray_dirs[i], course, True) for i in range(len(ray_dirs))]
# for result in cast_results:
# if result[0] < 1:
# car.reset(start)
# pygame.draw.line(display, (255, 0, 0), car.position, result[1], 1)