GameAILab1/Boid.pde

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/// In this file, you will have to implement seek and waypoint-following
/// The relevant locations are marked with "TODO"
class Crumb
{
PVector position;
Crumb(PVector position)
{
this.position = position;
}
void draw()
{
fill(255);
noStroke();
circle(this.position.x, this.position.y, CRUMB_SIZE);
}
}
class Boid
{
Crumb[] crumbs = {};
int last_crumb;
float acceleration;
float rotational_acceleration;
KinematicMovement kinematic;
PVector target;
PVector direction;
ArrayList<PVector> waypoints;
boolean stillInRadius = true;
int currentTarget = 0;
Boid(PVector position, float heading, float max_speed, float max_rotational_speed, float acceleration, float rotational_acceleration)
{
this.kinematic = new KinematicMovement(position, heading, max_speed, max_rotational_speed);
this.last_crumb = millis();
this.acceleration = acceleration;
this.rotational_acceleration = rotational_acceleration;
}
void update(float dt)
{
if (target != null)
{
// TODO: Implement seek here
//This makes a vector with the direction our boid needs to go to
PVector direction = PVector.sub(target, kinematic.position);
//atan2(direction.y, direction.x) will return the direction we need to go in radians
//print direction we need to go and the direction we are facing right now
//println(atan2(direction.y, direction.x) + " " + normalize_angle_left_right(kinematic.getHeading()));
float directionalThreshold = .1;
//You have to normalize this too or the boid goes the wrong way sometimes
float angleToTarget = normalize_angle_left_right(atan2(direction.y, direction.x) - normalize_angle_left_right(kinematic.getHeading()));
float arrivalThreshold = 60.0;
//This just draws a circle for visual debugging purposes
circle(target.x, target.y, 3);
//prints the angle to the target
//println(angleToTarget);
//if the angle is larger than the threshold in the positive direction, rotate counterclockwise
if (angleToTarget > directionalThreshold && direction.mag() > 30) {
kinematic.increaseSpeed(0.0, +1);
} else if (angleToTarget > directionalThreshold && direction.mag() > 15) {
kinematic.increaseSpeed(0.0, +.5);
//if the angle is smaller than the threshold in the negative direction, rotate clockwise
} else if (angleToTarget < -directionalThreshold && direction.mag() > 30) {
kinematic.increaseSpeed(0.0, -1);
} else if (angleToTarget < -directionalThreshold && direction.mag() > 15) {
kinematic.increaseSpeed(0.0, -.5);
//if the angle is within our threshold, stop our rotational velocity by rotating opposite
} else if (directionalThreshold > angleToTarget) {
if (kinematic.getRotationalVelocity() > 0) {
kinematic.increaseSpeed(0.0, -kinematic.getRotationalVelocity());
}
else if (kinematic.getRotationalVelocity() < 0) {
kinematic.increaseSpeed(0.0, kinematic.getRotationalVelocity());
}
}
//if the target is outside its arrival threshold, accelerate.
//if the target is inside its arrival threshold, accelerate backwards until the speed is 0.
if (direction.mag() > arrivalThreshold) {
kinematic.increaseSpeed(1,0);
} else if (direction.mag() < arrivalThreshold) {
//Need more specific code here to handle arrivals correctly
if (kinematic.getSpeed() < 40 && direction.mag() > 30) {
kinematic.increaseSpeed(1,0);
} else if (kinematic.getSpeed() < 20 && direction.mag() > 15) {
kinematic.increaseSpeed(.75,0);
} else if (kinematic.getSpeed() < 10 && direction.mag() > 5) {
kinematic.increaseSpeed(.5,0);
} else if (kinematic.getSpeed() < 5 && direction.mag() < 5) {
//This should ensure that the boid's speed can be dropped to exactly 0 so we don't have stuttering
kinematic.increaseSpeed(-kinematic.getSpeed(),0);
} else {
kinematic.increaseSpeed(-1,0);
}
}
//drawing a line for testing purposes
//line(kinematic.position.x, kinematic.position.y, kinematic.position.x + direction.x, kinematic.position.y + direction.y);
//handling going to multiple targets
//If within 5 units, move to next target
if (direction.mag() < 5) {
//This ensures that the same target can't trigger moving to the next target twice
if (stillInRadius == false) {
//this ensures that waypoints get cleared after finishing checking all targets
if (currentTarget < waypoints.size() - 1) {
currentTarget++;
} else {
currentTarget = 0;
waypoints = null;
}
}
stillInRadius = true;
if (waypoints != null) {
seek(waypoints.get(currentTarget));
}
} else {
stillInRadius = false;
}
}
// place crumbs, do not change
if (LEAVE_CRUMBS && (millis() - this.last_crumb > CRUMB_INTERVAL))
{
this.last_crumb = millis();
this.crumbs = (Crumb[])append(this.crumbs, new Crumb(this.kinematic.position));
if (this.crumbs.length > MAX_CRUMBS)
this.crumbs = (Crumb[])subset(this.crumbs, 1);
}
// do not change
this.kinematic.update(dt);
draw();
}
void draw()
{
for (Crumb c : this.crumbs)
{
c.draw();
}
fill(255);
noStroke();
float x = kinematic.position.x;
float y = kinematic.position.y;
float r = kinematic.heading;
circle(x, y, BOID_SIZE);
// front
float xp = x + BOID_SIZE*cos(r);
float yp = y + BOID_SIZE*sin(r);
// left
float x1p = x - (BOID_SIZE/2)*sin(r);
float y1p = y + (BOID_SIZE/2)*cos(r);
// right
float x2p = x + (BOID_SIZE/2)*sin(r);
float y2p = y - (BOID_SIZE/2)*cos(r);
triangle(xp, yp, x1p, y1p, x2p, y2p);
}
void seek(PVector target)
{
this.target = target;
println("seeking");
}
void follow(ArrayList<PVector> waypoints)
{
// TODO: change to follow *all* waypoints
this.waypoints = waypoints;
seek(waypoints.get(0));
}
}