Repository: Code-Bullet/Flappy-Bird-AI Branch: master Commit: dc24ba528c73 Files: 19 Total size: 1.4 MB Directory structure: gitextract_p2mxl6u2/ ├── LICENSE ├── README.md └── flappyBird/ ├── ConnectionGene.js ├── ConnectionHistory.js ├── GENOME.JS ├── Ground.js ├── Node.js ├── Pipe.js ├── PipePair.js ├── Population.js ├── Species.js ├── images/ │ ├── Untitled-3.psd │ └── photoshoip thing 1.psd ├── index.html ├── libraries/ │ ├── p5.dom.js │ ├── p5.js │ └── p5.sound.js ├── player.js └── sketch.js ================================================ FILE CONTENTS ================================================ ================================================ FILE: LICENSE ================================================ GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. 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But first, please read . ================================================ FILE: README.md ================================================ # Flappy-Bird-AI ================================================ FILE: flappyBird/ConnectionGene.js ================================================ //a connection between 2 nodes class connectionGene { constructor(from, to, w, inno) { this.fromNode = from; this.toNode = to; this.weight = w; this.enabled = true; this.innovationNo = inno; //each connection is given a innovation number to compare genomes } //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //changes the this.weight mutateWeight() { var rand2 = random(1); if (rand2 < 0.1) { //10% of the time completely change the this.weight this.weight = random(-1, 1); } else { //otherwise slightly change it this.weight += (randomGaussian() / 50); //keep this.weight between bounds if (this.weight > 1) { this.weight = 1; } if (this.weight < -1) { this.weight = -1; } } } //---------------------------------------------------------------------------------------------------------- //returns a copy of this connectionGene clone(from, to) { var clone = new connectionGene(from, to, this.weight, this.innovationNo); clone.enabled = this.enabled; return clone; } } ================================================ FILE: flappyBird/ConnectionHistory.js ================================================ class connectionHistory { constructor(from, to, inno, innovationNos) { this.fromNode = from; this.toNode = to; this.innovationNumber = inno; this.innovationNumbers = []; //the innovation Numbers from the connections of the genome which first had this mutation //this represents the genome and allows us to test if another genoeme is the same //this is before this connection was added arrayCopy(innovationNos, this.innovationNumbers); //copy (from, to) } //---------------------------------------------------------------------------------------------------------------- //returns whether the genome matches the original genome and the connection is between the same nodes matches(genome, from, to) { if (genome.genes.length === this.innovationNumbers.length) { //if the number of connections are different then the genoemes aren't the same if (from.number === this.fromNode && to.number === this.toNode) { //next check if all the innovation numbers match from the genome for (var i = 0; i < genome.genes.length; i++) { if (!this.innovationNumbers.includes(genome.genes[i].innovationNo)) { return false; } } //if reached this far then the innovationNumbers match the genes innovation numbers and the connection is between the same nodes //so it does match return true; } } return false; } } ================================================ FILE: flappyBird/GENOME.JS ================================================ class Genome { constructor(inputs, outputs, crossover) { this.genes = []; //a list of connections between this.nodes which represent the NN this.nodes = []; this.inputs = inputs; this.outputs = outputs; this.layers = 2; this.nextNode = 0; // this.biasNode; this.network = []; //a list of the this.nodes in the order that they need to be considered in the NN //create input this.nodes if (crossover) { return; } for (var i = 0; i < this.inputs; i++) { this.nodes.push(new Node(i)); this.nextNode++; this.nodes[i].layer = 0; } //create output this.nodes for (var i = 0; i < this.outputs; i++) { this.nodes.push(new Node(i + this.inputs)); this.nodes[i + this.inputs].layer = 1; this.nextNode++; } this.nodes.push(new Node(this.nextNode)); //bias node this.biasNode = this.nextNode; this.nextNode++; this.nodes[this.biasNode].layer = 0; } fullyConnect(innovationHistory) { //this will be a new number if no identical genome has mutated in the same for (var i = 0; i < this.inputs; i++) { for (var j = 0; j < this.outputs; j++) { var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[i], this.nodes[this.nodes.length - j - 2]); this.genes.push(new connectionGene(this.nodes[i], this.nodes[this.nodes.length - j - 2], random(-1, 1), connectionInnovationNumber)); } } var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[this.biasNode], this.nodes[this.nodes.length - 2]); this.genes.push(new connectionGene(this.nodes[this.biasNode], this.nodes[this.nodes.length - 2], random(-1, 1), connectionInnovationNumber)); // // connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[this.biasNode], this.nodes[this.nodes.length - 3]); // this.genes.push(new connectionGene(this.nodes[this.biasNode], this.nodes[this.nodes.length - 3], random(-1, 1), connectionInnovationNumber)); // //add the connection with a random array //changed this so if error here this.connectNodes(); } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //returns the node with a matching number //sometimes the this.nodes will not be in order getNode(nodeNumber) { for (var i = 0; i < this.nodes.length; i++) { if (this.nodes[i].number == nodeNumber) { return this.nodes[i]; } } return null; } //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //adds the conenctions going out of a node to that node so that it can acess the next node during feeding forward connectNodes() { for (var i = 0; i < this.nodes.length; i++) { //clear the connections this.nodes[i].outputConnections = []; } for (var i = 0; i < this.genes.length; i++) { //for each connectionGene this.genes[i].fromNode.outputConnections.push(this.genes[i]); //add it to node } } //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //feeding in input values varo the NN and returning output array feedForward(inputValues) { //set the outputs of the input this.nodes for (var i = 0; i < this.inputs; i++) { this.nodes[i].outputValue = inputValues[i]; } this.nodes[this.biasNode].outputValue = 1; //output of bias is 1 for (var i = 0; i < this.network.length; i++) { //for each node in the network engage it(see node class for what this does) this.network[i].engage(); } //the outputs are this.nodes[inputs] to this.nodes [inputs+outputs-1] var outs = []; for (var i = 0; i < this.outputs; i++) { outs[i] = this.nodes[this.inputs + i].outputValue; } for (var i = 0; i < this.nodes.length; i++) { //reset all the this.nodes for the next feed forward this.nodes[i].inputSum = 0; } return outs; } //---------------------------------------------------------------------------------------------------------------------------------------- //sets up the NN as a list of this.nodes in order to be engaged generateNetwork() { this.connectNodes(); this.network = []; //for each layer add the node in that layer, since layers cannot connect to themselves there is no need to order the this.nodes within a layer for (var l = 0; l < this.layers; l++) { //for each layer for (var i = 0; i < this.nodes.length; i++) { //for each node if (this.nodes[i].layer == l) { //if that node is in that layer this.network.push(this.nodes[i]); } } } } //----------------------------------------------------------------------------------------------------------------------------------------- //mutate the NN by adding a new node //it does this by picking a random connection and disabling it then 2 new connections are added //1 between the input node of the disabled connection and the new node //and the other between the new node and the output of the disabled connection addNode(innovationHistory) { //pick a random connection to create a node between if (this.genes.length == 0) { this.addConnection(innovationHistory); return; } var randomConnection = floor(random(this.genes.length)); while (this.genes[randomConnection].fromNode == this.nodes[this.biasNode] && this.genes.length != 1) { //dont disconnect bias randomConnection = floor(random(this.genes.length)); } this.genes[randomConnection].enabled = false; //disable it var newNodeNo = this.nextNode; this.nodes.push(new Node(newNodeNo)); this.nextNode++; //add a new connection to the new node with a weight of 1 var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.genes[randomConnection].fromNode, this.getNode(newNodeNo)); this.genes.push(new connectionGene(this.genes[randomConnection].fromNode, this.getNode(newNodeNo), 1, connectionInnovationNumber)); connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.getNode(newNodeNo), this.genes[randomConnection].toNode); //add a new connection from the new node with a weight the same as the disabled connection this.genes.push(new connectionGene(this.getNode(newNodeNo), this.genes[randomConnection].toNode, this.genes[randomConnection].weight, connectionInnovationNumber)); this.getNode(newNodeNo).layer = this.genes[randomConnection].fromNode.layer + 1; connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[this.biasNode], this.getNode(newNodeNo)); //connect the bias to the new node with a weight of 0 this.genes.push(new connectionGene(this.nodes[this.biasNode], this.getNode(newNodeNo), 0, connectionInnovationNumber)); //if the layer of the new node is equal to the layer of the output node of the old connection then a new layer needs to be created //more accurately the layer numbers of all layers equal to or greater than this new node need to be incrimented if (this.getNode(newNodeNo).layer == this.genes[randomConnection].toNode.layer) { for (var i = 0; i < this.nodes.length - 1; i++) { //dont include this newest node if (this.nodes[i].layer >= this.getNode(newNodeNo).layer) { this.nodes[i].layer++; } } this.layers++; } this.connectNodes(); } //------------------------------------------------------------------------------------------------------------------ //adds a connection between 2 this.nodes which aren't currently connected addConnection(innovationHistory) { //cannot add a connection to a fully connected network if (this.fullyConnected()) { console.log("connection failed"); return; } //get random this.nodes var randomNode1 = floor(random(this.nodes.length)); var randomNode2 = floor(random(this.nodes.length)); while (this.randomConnectionNodesAreShit(randomNode1, randomNode2)) { //while the random this.nodes are no good //get new ones randomNode1 = floor(random(this.nodes.length)); randomNode2 = floor(random(this.nodes.length)); } var temp; if (this.nodes[randomNode1].layer > this.nodes[randomNode2].layer) { //if the first random node is after the second then switch temp = randomNode2; randomNode2 = randomNode1; randomNode1 = temp; } //get the innovation number of the connection //this will be a new number if no identical genome has mutated in the same way var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[randomNode1], this.nodes[randomNode2]); //add the connection with a random array this.genes.push(new connectionGene(this.nodes[randomNode1], this.nodes[randomNode2], random(-1, 1), connectionInnovationNumber)); //changed this so if error here this.connectNodes(); } //------------------------------------------------------------------------------------------------------------------------------------------- randomConnectionNodesAreShit(r1, r2) { if (this.nodes[r1].layer == this.nodes[r2].layer) return true; // if the this.nodes are in the same layer if (this.nodes[r1].isConnectedTo(this.nodes[r2])) return true; //if the this.nodes are already connected return false; } //------------------------------------------------------------------------------------------------------------------------------------------- //returns the innovation number for the new mutation //if this mutation has never been seen before then it will be given a new unique innovation number //if this mutation matches a previous mutation then it will be given the same innovation number as the previous one getInnovationNumber(innovationHistory, from, to) { var isNew = true; var connectionInnovationNumber = nextConnectionNo; for (var i = 0; i < innovationHistory.length; i++) { //for each previous mutation if (innovationHistory[i].matches(this, from, to)) { //if match found isNew = false; //its not a new mutation connectionInnovationNumber = innovationHistory[i].innovationNumber; //set the innovation number as the innovation number of the match break; } } if (isNew) { //if the mutation is new then create an arrayList of varegers representing the current state of the genome var innoNumbers = []; for (var i = 0; i < this.genes.length; i++) { //set the innovation numbers innoNumbers.push(this.genes[i].innovationNo); } //then add this mutation to the innovationHistory innovationHistory.push(new connectionHistory(from.number, to.number, connectionInnovationNumber, innoNumbers)); nextConnectionNo++; } return connectionInnovationNumber; } //---------------------------------------------------------------------------------------------------------------------------------------- //returns whether the network is fully connected or not fullyConnected() { var maxConnections = 0; var nodesInLayers = []; //array which stored the amount of this.nodes in each layer for (var i = 0; i < this.layers; i++) { nodesInLayers[i] = 0; } //populate array for (var i = 0; i < this.nodes.length; i++) { nodesInLayers[this.nodes[i].layer] += 1; } //for each layer the maximum amount of connections is the number in this layer * the number of this.nodes infront of it //so lets add the max for each layer together and then we will get the maximum amount of connections in the network for (var i = 0; i < this.layers - 1; i++) { var nodesInFront = 0; for (var j = i + 1; j < this.layers; j++) { //for each layer infront of this layer nodesInFront += nodesInLayers[j]; //add up this.nodes } maxConnections += nodesInLayers[i] * nodesInFront; } if (maxConnections <= this.genes.length) { //if the number of connections is equal to the max number of connections possible then it is full return true; } return false; } //------------------------------------------------------------------------------------------------------------------------------- //mutates the genome mutate(innovationHistory) { if (this.genes.length == 0) { this.addConnection(innovationHistory); } var rand1 = random(1); if (rand1 < 0.8) { // 80% of the time mutate weights for (var i = 0; i < this.genes.length; i++) { this.genes[i].mutateWeight(); } } //5% of the time add a new connection var rand2 = random(1); if (rand2 < 0.05) { this.addConnection(innovationHistory); } //1% of the time add a node var rand3 = random(1); if (rand3 < 0.01) { this.addNode(innovationHistory); } } //--------------------------------------------------------------------------------------------------------------------------------- //called when this Genome is better that the other parent crossover(parent2) { var child = new Genome(this.inputs, this.outputs, true); child.genes = []; child.nodes = []; child.layers = this.layers; child.nextNode = this.nextNode; child.biasNode = this.biasNode; var childGenes = []; // new ArrayList();//list of genes to be inherrited form the parents var isEnabled = []; // new ArrayList(); //all inherited genes for (var i = 0; i < this.genes.length; i++) { var setEnabled = true; //is this node in the chlid going to be enabled var parent2gene = this.matchingGene(parent2, this.genes[i].innovationNo); if (parent2gene != -1) { //if the genes match if (!this.genes[i].enabled || !parent2.genes[parent2gene].enabled) { //if either of the matching genes are disabled if (random(1) < 0.75) { //75% of the time disabel the childs gene setEnabled = false; } } var rand = random(1); if (rand < 0.5) { childGenes.push(this.genes[i]); //get gene from this fucker } else { //get gene from parent2 childGenes.push(parent2.genes[parent2gene]); } } else { //disjoint or excess gene childGenes.push(this.genes[i]); setEnabled = this.genes[i].enabled; } isEnabled.push(setEnabled); } //since all excess and disjovar genes are inherrited from the more fit parent (this Genome) the childs structure is no different from this parent | with exception of dormant connections being enabled but this wont effect this.nodes //so all the this.nodes can be inherrited from this parent for (var i = 0; i < this.nodes.length; i++) { child.nodes.push(this.nodes[i].clone()); } //clone all the connections so that they connect the childs new this.nodes for (var i = 0; i < childGenes.length; i++) { child.genes.push(childGenes[i].clone(child.getNode(childGenes[i].fromNode.number), child.getNode(childGenes[i].toNode.number))); child.genes[i].enabled = isEnabled[i]; } child.connectNodes(); return child; } //---------------------------------------------------------------------------------------------------------------------------------------- //returns whether or not there is a gene matching the input innovation number in the input genome matchingGene(parent2, innovationNumber) { for (var i = 0; i < parent2.genes.length; i++) { if (parent2.genes[i].innovationNo == innovationNumber) { return i; } } return -1; //no matching gene found } //---------------------------------------------------------------------------------------------------------------------------------------- //prints out info about the genome to the console printGenome() { console.log("Prvar genome layers:" + this.layers); console.log("bias node: " + this.biasNode); console.log("this.nodes"); for (var i = 0; i < this.nodes.length; i++) { console.log(this.nodes[i].number + ","); } console.log("Genes"); for (var i = 0; i < this.genes.length; i++) { //for each connectionGene console.log("gene " + this.genes[i].innovationNo + "From node " + this.genes[i].fromNode.number + "To node " + this.genes[i].toNode.number + "is enabled " + this.genes[i].enabled + "from layer " + this.genes[i].fromNode.layer + "to layer " + this.genes[i].toNode.layer + "weight: " + this.genes[i].weight); } console.log(); } //---------------------------------------------------------------------------------------------------------------------------------------- //returns a copy of this genome clone() { var clone = new Genome(this.inputs, this.outputs, true); for (var i = 0; i < this.nodes.length; i++) { //copy this.nodes clone.nodes.push(this.nodes[i].clone()); } //copy all the connections so that they connect the clone new this.nodes for (var i = 0; i < this.genes.length; i++) { //copy genes clone.genes.push(this.genes[i].clone(clone.getNode(this.genes[i].fromNode.number), clone.getNode(this.genes[i].toNode.number))); } clone.layers = this.layers; clone.nextNode = this.nextNode; clone.biasNode = this.biasNode; clone.connectNodes(); return clone; } //---------------------------------------------------------------------------------------------------------------------------------------- //draw the genome on the screen drawGenome(startX, startY, w, h) { //i know its ugly but it works (and is not that important) so I'm not going to mess with it var allNodes = []; //new ArrayList>(); var nodePoses = []; // new ArrayList(); var nodeNumbers = []; // new ArrayList(); //get the positions on the screen that each node is supposed to be in //split the this.nodes varo layers for (var i = 0; i < this.layers; i++) { var temp = []; // new ArrayList(); for (var j = 0; j < this.nodes.length; j++) { //for each node if (this.nodes[j].layer == i) { //check if it is in this layer temp.push(this.nodes[j]); //add it to this layer } } allNodes.push(temp); //add this layer to all this.nodes } //for each layer add the position of the node on the screen to the node posses arraylist for (var i = 0; i < this.layers; i++) { fill(255, 0, 0); var x = startX + float((i + 1.0) * w) / float(this.layers + 1.0); for (var j = 0; j < allNodes[i].length; j++) { //for the position in the layer var y = startY + float((j + 1.0) * h) / float(allNodes[i].length + 1.0); nodePoses.push(createVector(x, y)); nodeNumbers.push(allNodes[i][j].number); } } //draw connections stroke(0); strokeWeight(2); for (var i = 0; i < this.genes.length; i++) { if (this.genes[i].enabled) { stroke(0); } else { stroke(100); } var from; var to; from = nodePoses[nodeNumbers.indexOf(this.genes[i].fromNode.number)]; to = nodePoses[nodeNumbers.indexOf(this.genes[i].toNode.number)]; if (this.genes[i].weight > 0) { stroke(255, 0, 0); } else { stroke(0, 0, 255); } strokeWeight(map(abs(this.genes[i].weight), 0, 1, 0, 3)); line(from.x, from.y, to.x, to.y); } //draw this.nodes last so they appear ontop of the connection lines for (var i = 0; i < nodePoses.length; i++) { fill(255); stroke(0); strokeWeight(1); ellipse(nodePoses[i].x, nodePoses[i].y, 20, 20); textSize(10); fill(0); textAlign(CENTER, CENTER); text(nodeNumbers[i], nodePoses[i].x, nodePoses[i].y); } // print out neural network info text // textAlign(RIGHT); // fill(255); // textSize(15); // noStroke(); // text("car angle", nodePoses[0].x - 20, nodePoses[0].y); // text("touching ground", nodePoses[1].x - 20, nodePoses[1].y); // text("angular velocity", nodePoses[2].x - 20, nodePoses[2].y); // text("Distance to ground", nodePoses[3].x - 20, nodePoses[3].y); // text("gradient", nodePoses[4].x - 20, nodePoses[4].y); // text("bias", nodePoses[5].x - 20, nodePoses[5].y); // textAlign(LEFT); // text("gas", nodePoses[nodePoses.length - 2].x + 20, nodePoses[nodePoses.length - 2].y); // text("break", nodePoses[nodePoses.length - 1].x + 20, nodePoses[nodePoses.length - 1].y); } } ================================================ FILE: flappyBird/Ground.js ================================================ class Ground { constructor() { this.height = 30; this.topPixelCoord = canvas.height - this.height; this.pixelOffset = 0; } show() { fill(0); rect(0, this.topPixelCoord, canvas.width, this.height); for (var i = this.pixelOffset; i < canvas.width; i += groundSprite.width) { image(groundSprite, i, this.topPixelCoord); } } update() { this.pixelOffset -= panSpeed; if (this.pixelOffset <= -groundSprite.width) { this.pixelOffset += groundSprite.width; } } collided(p) { return p.y + p.size / 2 >= this.topPixelCoord; } } ================================================ FILE: flappyBird/Node.js ================================================ class Node { constructor(no) { this.number = no; this.inputSum = 0; //current sum i.e. before activation this.outputValue = 0; //after activation function is applied this.outputConnections = []; //new ArrayList(); this.layer = 0; this.drawPos = createVector(); } //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //the node sends its output to the inputs of the nodes its connected to engage() { if(this.layer != 0) { //no sigmoid for the inputs and bias this.outputValue = this.sigmoid(this.inputSum); } for(var i = 0; i < this.outputConnections.length; i++) { //for each connection if(this.outputConnections[i].enabled) { //dont do shit if not enabled this.outputConnections[i].toNode.inputSum += this.outputConnections[i].weight * this.outputValue; //add the weighted output to the sum of the inputs of whatever node this node is connected to } } } //---------------------------------------------------------------------------------------------------------------------------------------- //not used stepFunction(x) { if(x < 0) { return 0; } else { return 1; } } //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //sigmoid activation function sigmoid(x) { return 1.0 / (1.0 + pow(Math.E, -4.9 * x)); //todo check pow } //---------------------------------------------------------------------------------------------------------------------------------------------------------- //returns whether this node connected to the parameter node //used when adding a new connection isConnectedTo(node) { if(node.layer == this.layer) { //nodes in the same this.layer cannot be connected return false; } //you get it if(node.layer < this.layer) { for(var i = 0; i < node.outputConnections.length; i++) { if(node.outputConnections[i].toNode == this) { return true; } } } else { for(var i = 0; i < this.outputConnections.length; i++) { if(this.outputConnections[i].toNode == node) { return true; } } } return false; } //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //returns a copy of this node clone() { var clone = new Node(this.number); clone.layer = this.layer; return clone; } } ================================================ FILE: flappyBird/Pipe.js ================================================ class Pipe { constructor(isTop, height) { this.width = 100; this.height = height; this.x = canvas.width; this.isTop = isTop; this.randomMultiplier = random(5); if (isTop) { this.topY = 0; this.bottomY = this.height; } else { this.topY = canvas.height - this.height; this.bottomY = canvas.height; } } show() { // fill(0, 204, 0); // rect(this.x, this.topY, this.width, this.height); if (this.isTop) { image(topPipeSprite, this.x, this.topY + this.height - 800); } else { image(bottomPipeSprite, this.x, this.topY); } } update() { this.x -= panSpeed * this.randomMultiplier; } colided(p) { if (p.x + p.size / 2 >= this.x && p.x - p.size / 2 <= this.x + this.width) { if (!this.isTop && p.y + p.size / 2 >= this.topY) { return true; } if (this.isTop && p.y - p.size / 2 <= this.bottomY) { return true; } } return false; } } ================================================ FILE: flappyBird/PipePair.js ================================================ class PipePair { constructor(firstPipe, previousPipe, upToRandNo) { var minDistFromEdge = 50; this.gap = 160; this.maxPipeDifference = 300; this.passed = false; if (firstPipe) { this.topHeight = (canvas.height - 30) / 2 - this.gap / 2; } else { if (randomPipeHeights.length >= upToRandNo) { randomPipeHeights.push(floor(random(minDistFromEdge, canvas.height - minDistFromEdge - 30 - this.gap))); } this.topHeight = randomPipeHeights[upToRandNo]; //floor(random(minDistFromEdge, canvas.height - minDistFromEdge - 30 - this.gap)); if (previousPipe) { while (abs(this.topHeight - previousPipe.topHeight) > this.maxPipeDifference) { randomPipeHeights[upToRandNo] = floor(random(minDistFromEdge, canvas.height - minDistFromEdge - 30 - this.gap)); this.topHeight = randomPipeHeights[upToRandNo]; } } } this.bottomHeight = canvas.height - this.topHeight - this.gap; this.bottomPipe = new Pipe(false, this.bottomHeight); this.topPipe = new Pipe(true, this.topHeight); } show() { this.bottomPipe.show(); this.topPipe.show(); } update() { this.bottomPipe.update(); this.topPipe.update(); } offScreen() { if (this.bottomPipe.x + this.bottomPipe.width < 0) { return true; } return false; } playerPassed(playerX) { if (!this.passed && playerX > this.bottomPipe.x + this.bottomPipe.width) { this.passed = true; return true; } return false; } colided(p) { return this.bottomPipe.colided(p) || this.topPipe.colided(p); } setX(newX) { this.bottomPipe.x = newX; this.topPipe.x = newX; } } ================================================ FILE: flappyBird/Population.js ================================================ class Population { constructor(size) { this.players = []; //new ArrayList(); this.bestPlayer; //the best ever player this.bestScore = 0; //the score of the best ever player this.globalBestScore = 0; this.gen = 1; this.innovationHistory = []; // new ArrayList(); this.genPlayers = []; //new ArrayList(); this.species = []; //new ArrayList(); this.massExtinctionEvent = false; this.newStage = false; this.gensSinceNewWorld = 0; for (var i = 0; i < size; i++) { this.players.push(new Player()); // this.players[this.players.length - 1].brain.fullyConnect(this.innovationHistory); this.players[this.players.length - 1].brain.mutate(this.innovationHistory); //fullyConnect(this.innovationHistory); this.players[this.players.length - 1].brain.generateNetwork(); } } getCurrentBest() { for (var i = 0; i < this.players.length; i++) { if (!this.players[i].dead) { return this.players[i]; } } return this.players[0]; } updateAlive() { var firstShown = false; for (var i = 0; i < this.players.length; i++) { if (!this.players[i].dead) { for (var j = 0; j < superSpeed; j++) { this.players[i].look(); //get inputs for brain this.players[i].think(); //use outputs from neural network this.players[i].update(); //move the player according to the outputs from the neural network } if (!showNothing && (!showBest || !firstShown)) { this.players[i].show(); firstShown = true; } if (this.players[i].score > this.globalBestScore) { this.globalBestScore = this.players[i].score; } } } } //------------------------------------------------------------------------------------------------------------------------------------------ //returns true if all the players are dead sad done() { for (var i = 0; i < this.players.length; i++) { if (!this.players[i].dead) { return false; } } return true; } //------------------------------------------------------------------------------------------------------------------------------------------ //sets the best player globally and for thisthis.gen setBestPlayer() { var tempBest = this.species[0].players[0]; tempBest.gen = this.gen; //if best thisthis.gen is better than the global best score then set the global best as the best thisthis.gen if (tempBest.score >= this.bestScore) { this.genPlayers.push(tempBest.cloneForReplay()); console.log("old best: " + this.bestScore); console.log("new best: " + tempBest.score); this.bestScore = tempBest.score; this.bestPlayer = tempBest.cloneForReplay(); } } //------------------------------------------------------------------------------------------------------------------------------------------------ //this function is called when all the players in the this.players are dead and a newthis.generation needs to be made naturalSelection() { // this.batchNo = 0; var previousBest = this.players[0]; this.speciate(); //seperate the this.players varo this.species this.calculateFitness(); //calculate the fitness of each player this.sortSpecies(); //sort the this.species to be ranked in fitness order, best first if (this.massExtinctionEvent) { this.massExtinction(); this.massExtinctionEvent = false; } this.cullSpecies(); //kill off the bottom half of each this.species this.setBestPlayer(); //save the best player of thisthis.gen this.killStaleSpecies(); //remove this.species which haven't improved in the last 15(ish)this.generations this.killBadSpecies(); //kill this.species which are so bad that they cant reproduce console.log("generation " + this.gen + " Number of mutations " + this.innovationHistory.length + " species: " + this.species.length + " <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<"); var averageSum = this.getAvgFitnessSum(); var children = []; for (var j = 0; j < this.species.length; j++) { //for each this.species children.push(this.species[j].champ.clone()); //add champion without any mutation var NoOfChildren = floor(this.species[j].averageFitness / averageSum * this.players.length) - 1; //the number of children this this.species is allowed, note -1 is because the champ is already added for (var i = 0; i < NoOfChildren; i++) { //get the calculated amount of children from this this.species children.push(this.species[j].giveMeBaby(this.innovationHistory)); } } // setup(); // return; if (children.length < this.players.length) { children.push(previousBest.clone()); } while (children.length < this.players.length) { //if not enough babies (due to flooring the number of children to get a whole var) children.push(this.species[0].giveMeBaby(this.innovationHistory)); //get babies from the best this.species } this.players = []; arrayCopy(children, this.players); //set the children as the current this.playersulation this.gen += 1; for (var i = 0; i < this.players.length; i++) { //generate networks for each of the children this.players[i].brain.generateNetwork(); } } //------------------------------------------------------------------------------------------------------------------------------------------ //seperate this.players into this.species based on how similar they are to the leaders of each this.species in the previousthis.gen speciate() { for (var s of this.species) { //empty this.species s.players = []; } for (var i = 0; i < this.players.length; i++) { //for each player var speciesFound = false; for (var s of this.species) { //for each this.species if (s.sameSpecies(this.players[i].brain)) { //if the player is similar enough to be considered in the same this.species s.addToSpecies(this.players[i]); //add it to the this.species speciesFound = true; break; } } if (!speciesFound) { //if no this.species was similar enough then add a new this.species with this as its champion this.species.push(new Species(this.players[i])); } } } //------------------------------------------------------------------------------------------------------------------------------------------ //calculates the fitness of all of the players calculateFitness() { for (var i = 1; i < this.players.length; i++) { this.players[i].calculateFitness(); } } //------------------------------------------------------------------------------------------------------------------------------------------ //sorts the players within a this.species and the this.species by their fitnesses sortSpecies() { //sort the players within a this.species for (var s of this.species) { s.sortSpecies(); } //sort the this.species by the fitness of its best player //using selection sort like a loser var temp = []; //new ArrayList(); for (var i = 0; i < this.species.length; i++) { var max = 0; var maxIndex = 0; for (var j = 0; j < this.species.length; j++) { if (this.species[j].bestFitness > max) { max = this.species[j].bestFitness; maxIndex = j; } } temp.push(this.species[maxIndex]); this.species.splice(maxIndex, 1); // this.species.remove(maxIndex); i--; } this.species = []; arrayCopy(temp, this.species); } //------------------------------------------------------------------------------------------------------------------------------------------ //kills all this.species which haven't improved in 15this.generations killStaleSpecies() { for (var i = 2; i < this.species.length; i++) { if (this.species[i].staleness >= 15) { // .remove(i); // splice(this.species, i) this.species.splice(i, 1); i--; } } } //------------------------------------------------------------------------------------------------------------------------------------------ //if a this.species sucks so much that it wont even be allocated 1 child for the nextthis.generation then kill it now killBadSpecies() { var averageSum = this.getAvgFitnessSum(); for (var i = 1; i < this.species.length; i++) { if (this.species[i].averageFitness / averageSum * this.players.length < 1) { //if wont be given a single child // this.species.remove(i); //sad this.species.splice(i, 1); i--; } } } //------------------------------------------------------------------------------------------------------------------------------------------ //returns the sum of each this.species average fitness getAvgFitnessSum() { var averageSum = 0; for (var s of this.species) { averageSum += s.averageFitness; } return averageSum; } //------------------------------------------------------------------------------------------------------------------------------------------ //kill the bottom half of each this.species cullSpecies() { for (var s of this.species) { s.cull(); //kill bottom half s.fitnessSharing(); //also while we're at it lets do fitness sharing s.setAverage(); //reset averages because they will have changed } } massExtinction() { for (var i = 5; i < this.species.length; i++) { // this.species.remove(i); //sad this.species.splice(i, 1); i--; } } //------------------------------------------------------------------------------------------------------------------------------------------ // BATCH LEARNING //------------------------------------------------------------------------------------------------------------------------------------------ //update all the players which are alive updateAliveInBatches() { let aliveCount = 0; for (var i = 0; i < this.players.length; i++) { if (this.playerInBatch(this.players[i])) { if (!this.players[i].dead) { aliveCount++; this.players[i].look(); //get inputs for brain this.players[i].think(); //use outputs from neural network this.players[i].update(); //move the player according to the outputs from the neural network if (!showNothing && (!showBest || i == 0)) { this.players[i].show(); } if (this.players[i].score > this.globalBestScore) { this.globalBestScore = this.players[i].score; } } } } if (aliveCount == 0) { this.batchNo++; } } playerInBatch(player) { for (var i = this.batchNo * this.worldsPerBatch; i < min((this.batchNo + 1) * this.worldsPerBatch, worlds.length); i++) { if (player.world == worlds[i]) { return true; } } return false; } stepWorldsInBatch() { for (var i = this.batchNo * this.worldsPerBatch; i < min((this.batchNo + 1) * this.worldsPerBatch, worlds.length); i++) { worlds[i].Step(1 / 30, 10, 10); } } //------------------------------------------------------------------------------------------------------------------------------------------ //returns true if all the players in a batch are dead sad batchDead() { for (var i = this.batchNo * this.playersPerBatch; i < min((this.batchNo + 1) * this.playersPerBatch, this.players.length); i++) { if (!this.players[i].dead) { return false; } } return true; } } ================================================ FILE: flappyBird/Species.js ================================================ class Species { constructor(p) { this.players = []; this.bestFitness = 0; this.champ; this.averageFitness = 0; this.staleness = 0; //how many generations the species has gone without an improvement this.rep; //-------------------------------------------- //coefficients for testing compatibility this.excessCoeff = 1; this.weightDiffCoeff = 0.5; this.compatibilityThreshold = 3; if (p) { this.players.push(p); //since it is the only one in the species it is by default the best this.bestFitness = p.fitness; this.rep = p.brain.clone(); this.champ = p.cloneForReplay(); } } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //returns whether the parameter genome is in this species sameSpecies(g) { var compatibility; var excessAndDisjoint = this.getExcessDisjoint(g, this.rep); //get the number of excess and disjoint genes between this player and the current species this.rep var averageWeightDiff = this.averageWeightDiff(g, this.rep); //get the average weight difference between matching genes var largeGenomeNormaliser = g.genes.length - 20; if (largeGenomeNormaliser < 1) { largeGenomeNormaliser = 1; } compatibility = (this.excessCoeff * excessAndDisjoint / largeGenomeNormaliser) + (this.weightDiffCoeff * averageWeightDiff); //compatibility formula return (this.compatibilityThreshold > compatibility); } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //add a player to the species addToSpecies(p) { this.players.push(p); } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //returns the number of excess and disjoint genes between the 2 input genomes //i.e. returns the number of genes which dont match getExcessDisjoint(brain1, brain2) { var matching = 0.0; for (var i = 0; i < brain1.genes.length; i++) { for (var j = 0; j < brain2.genes.length; j++) { if (brain1.genes[i].innovationNo == brain2.genes[j].innovationNo) { matching++; break; } } } return (brain1.genes.length + brain2.genes.length - 2 * (matching)); //return no of excess and disjoint genes } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //returns the avereage weight difference between matching genes in the input genomes averageWeightDiff(brain1, brain2) { if (brain1.genes.length == 0 || brain2.genes.length == 0) { return 0; } var matching = 0; var totalDiff = 0; for (var i = 0; i < brain1.genes.length; i++) { for (var j = 0; j < brain2.genes.length; j++) { if (brain1.genes[i].innovationNo == brain2.genes[j].innovationNo) { matching++; totalDiff += abs(brain1.genes[i].weight - brain2.genes[j].weight); break; } } } if (matching == 0) { //divide by 0 error return 100; } return totalDiff / matching; } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //sorts the species by fitness sortSpecies() { var temp = []; // new ArrayList < Player > (); //selection short for (var i = 0; i < this.players.length; i++) { var max = 0; var maxIndex = 0; for (var j = 0; j < this.players.length; j++) { if (this.players[j].fitness > max) { max = this.players[j].fitness; maxIndex = j; } } temp.push(this.players[maxIndex]); this.players.splice(maxIndex, 1); // this.players.remove(maxIndex); i--; } // this.players = (ArrayList) temp.clone(); arrayCopy(temp, this.players); if (this.players.length == 0) { this.staleness = 200; return; } //if new best player if (this.players[0].fitness > this.bestFitness) { this.staleness = 0; this.bestFitness = this.players[0].fitness; this.rep = this.players[0].brain.clone(); this.champ = this.players[0].cloneForReplay(); } else { //if no new best player this.staleness++; } } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //simple stuff setAverage() { var sum = 0; for (var i = 0; i < this.players.length; i++) { sum += this.players[i].fitness; } this.averageFitness = sum / this.players.length; } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //gets baby from the this.players in this species giveMeBaby(innovationHistory) { var baby; if (random(1) < 0.25) { //25% of the time there is no crossover and the child is simply a clone of a random(ish) player baby = this.selectPlayer().clone(); } else { //75% of the time do crossover //get 2 random(ish) parents var parent1 = this.selectPlayer(); var parent2 = this.selectPlayer(); //the crossover function expects the highest fitness parent to be the object and the lowest as the argument if (parent1.fitness < parent2.fitness) { baby = parent2.crossover(parent1); } else { baby = parent1.crossover(parent2); } } baby.brain.mutate(innovationHistory); //mutate that baby brain return baby; } //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //selects a player based on it fitness selectPlayer() { var fitnessSum = 0; for (var i = 0; i < this.players.length; i++) { fitnessSum += this.players[i].fitness; } var rand = random(fitnessSum); var runningSum = 0; for (var i = 0; i < this.players.length; i++) { runningSum += this.players[i].fitness; if (runningSum > rand) { return this.players[i]; } } //unreachable code to make the parser happy return this.players[0]; } //------------------------------------------------------------------------------------------------------------------------------------------ //kills off bottom half of the species cull() { if (this.players.length > 2) { for (var i = this.players.length / 2; i < this.players.length; i++) { // this.players.remove(i); this.players.splice(i, 1); i--; } } } //------------------------------------------------------------------------------------------------------------------------------------------ //in order to protect unique this.players, the fitnesses of each player is divided by the number of this.players in the species that that player belongs to fitnessSharing() { for (var i = 0; i < this.players.length; i++) { this.players[i].fitness /= this.players.length; } } } ================================================ FILE: flappyBird/index.html ================================================ ================================================ FILE: flappyBird/libraries/p5.dom.js ================================================ /*! p5.dom.js v0.3.2 March 25, 2017 */ /** *

The web is much more than just canvas and p5.dom makes it easy to interact * with other HTML5 objects, including text, hyperlink, image, input, video, * audio, and webcam.

*

There is a set of creation methods, DOM manipulation methods, and * an extended p5.Element that supports a range of HTML elements. See the * * beyond the canvas tutorial for a full overview of how this addon works. * *

Methods and properties shown in black are part of the p5.js core, items in * blue are part of the p5.dom library. You will need to include an extra file * in order to access the blue functions. See the * using a library * section for information on how to include this library. p5.dom comes with * p5 complete or you can download the single file * * here.

*

See tutorial: beyond the canvas * for more info on how to use this libary. * * @module p5.dom * @submodule p5.dom * @for p5.dom * @main */ (function (root, factory) { if (typeof define === 'function' && define.amd) define('p5.dom', ['p5'], function (p5) { (factory(p5));}); else if (typeof exports === 'object') factory(require('../p5')); else factory(root['p5']); }(this, function (p5) { // ============================================================================= // p5 additions // ============================================================================= /** * Searches the page for an element with the given ID, class, or tag name (using the '#' or '.' * prefixes to specify an ID or class respectively, and none for a tag) and returns it as * a p5.Element. If a class or tag name is given with more than 1 element, * only the first element will be returned. * The DOM node itself can be accessed with .elt. * Returns null if none found. You can also specify a container to search within. * * @method select * @param {String} name id, class, or tag name of element to search for * @param {String} [container] id, p5.Element, or HTML element to search within * @return {Object|p5.Element|Null} p5.Element containing node found * @example *

* function setup() { * createCanvas(100,100); * //translates canvas 50px down * select('canvas').position(100, 100); * } *
*
* // these are all valid calls to select() * var a = select('#moo'); * var b = select('#blah', '#myContainer'); * var c = select('#foo', b); * var d = document.getElementById('beep'); * var e = select('p', d); *
* */ p5.prototype.select = function (e, p) { var res = null; var container = getContainer(p); if (e[0] === '.'){ e = e.slice(1); res = container.getElementsByClassName(e); if (res.length) { res = res[0]; } else { res = null; } }else if (e[0] === '#'){ e = e.slice(1); res = container.getElementById(e); }else { res = container.getElementsByTagName(e); if (res.length) { res = res[0]; } else { res = null; } } if (res) { return wrapElement(res); } else { return null; } }; /** * Searches the page for elements with the given class or tag name (using the '.' prefix * to specify a class and no prefix for a tag) and returns them as p5.Elements * in an array. * The DOM node itself can be accessed with .elt. * Returns an empty array if none found. * You can also specify a container to search within. * * @method selectAll * @param {String} name class or tag name of elements to search for * @param {String} [container] id, p5.Element, or HTML element to search within * @return {Array} Array of p5.Elements containing nodes found * @example *
* function setup() { * createButton('btn'); * createButton('2nd btn'); * createButton('3rd btn'); * var buttons = selectAll('button'); * * for (var i = 0; i < buttons.length; i++){ * buttons[i].size(100,100); * } * } *
*
* // these are all valid calls to selectAll() * var a = selectAll('.moo'); * var b = selectAll('div'); * var c = selectAll('button', '#myContainer'); * var d = select('#container'); * var e = selectAll('p', d); * var f = document.getElementById('beep'); * var g = select('.blah', f); *
* */ p5.prototype.selectAll = function (e, p) { var arr = []; var res; var container = getContainer(p); if (e[0] === '.'){ e = e.slice(1); res = container.getElementsByClassName(e); } else { res = container.getElementsByTagName(e); } if (res) { for (var j = 0; j < res.length; j++) { var obj = wrapElement(res[j]); arr.push(obj); } } return arr; }; /** * Helper function for select and selectAll */ function getContainer(p) { var container = document; if (typeof p === 'string' && p[0] === '#'){ p = p.slice(1); container = document.getElementById(p) || document; } else if (p instanceof p5.Element){ container = p.elt; } else if (p instanceof HTMLElement){ container = p; } return container; } /** * Helper function for getElement and getElements. */ function wrapElement(elt) { if(elt.tagName === "INPUT" && elt.type === "checkbox") { var converted = new p5.Element(elt); converted.checked = function(){ if (arguments.length === 0){ return this.elt.checked; } else if(arguments[0]) { this.elt.checked = true; } else { this.elt.checked = false; } return this; }; return converted; } else if (elt.tagName === "VIDEO" || elt.tagName === "AUDIO") { return new p5.MediaElement(elt); } else { return new p5.Element(elt); } } /** * Removes all elements created by p5, except any canvas / graphics * elements created by createCanvas or createGraphics. * Event handlers are removed, and element is removed from the DOM. * @method removeElements * @example *
* function setup() { * createCanvas(100, 100); * createDiv('this is some text'); * createP('this is a paragraph'); * } * function mousePressed() { * removeElements(); // this will remove the div and p, not canvas * } *
* */ p5.prototype.removeElements = function (e) { for (var i=0; i * var myDiv; * function setup() { * myDiv = createDiv('this is some text'); * } * */ /** * Creates a <p></p> element in the DOM with given inner HTML. Used * for paragraph length text. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createP * @param {String} html inner HTML for element created * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var myP; * function setup() { * myP = createP('this is some text'); * } *
*/ /** * Creates a <span></span> element in the DOM with given inner HTML. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createSpan * @param {String} html inner HTML for element created * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var mySpan; * function setup() { * mySpan = createSpan('this is some text'); * } *
*/ var tags = ['div', 'p', 'span']; tags.forEach(function(tag) { var method = 'create' + tag.charAt(0).toUpperCase() + tag.slice(1); p5.prototype[method] = function(html) { var elt = document.createElement(tag); elt.innerHTML = typeof html === undefined ? "" : html; return addElement(elt, this); } }); /** * Creates an <img> element in the DOM with given src and * alternate text. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createImg * @param {String} src src path or url for image * @param {String} [alt] alternate text to be used if image does not load * @param {Function} [successCallback] callback to be called once image data is loaded * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var img; * function setup() { * img = createImg('http://p5js.org/img/asterisk-01.png'); * } *
*/ p5.prototype.createImg = function() { var elt = document.createElement('img'); var args = arguments; var self; var setAttrs = function(){ self.width = elt.offsetWidth || elt.width; self.height = elt.offsetHeight || elt.height; if (args.length > 1 && typeof args[1] === 'function'){ self.fn = args[1]; self.fn(); }else if (args.length > 1 && typeof args[2] === 'function'){ self.fn = args[2]; self.fn(); } }; elt.src = args[0]; if (args.length > 1 && typeof args[1] === 'string'){ elt.alt = args[1]; } elt.onload = function(){ setAttrs(); } self = addElement(elt, this); return self; }; /** * Creates an <a></a> element in the DOM for including a hyperlink. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createA * @param {String} href url of page to link to * @param {String} html inner html of link element to display * @param {String} [target] target where new link should open, * could be _blank, _self, _parent, _top. * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var myLink; * function setup() { * myLink = createA('http://p5js.org/', 'this is a link'); * } *
*/ p5.prototype.createA = function(href, html, target) { var elt = document.createElement('a'); elt.href = href; elt.innerHTML = html; if (target) elt.target = target; return addElement(elt, this); }; /** INPUT **/ /** * Creates a slider <input></input> element in the DOM. * Use .size() to set the display length of the slider. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createSlider * @param {Number} min minimum value of the slider * @param {Number} max maximum value of the slider * @param {Number} [value] default value of the slider * @param {Number} [step] step size for each tick of the slider (if step is set to 0, the slider will move continuously from the minimum to the maximum value) * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var slider; * function setup() { * slider = createSlider(0, 255, 100); * slider.position(10, 10); * slider.style('width', '80px'); * } * * function draw() { * var val = slider.value(); * background(val); * } *
* *
* var slider; * function setup() { * colorMode(HSB); * slider = createSlider(0, 360, 60, 40); * slider.position(10, 10); * slider.style('width', '80px'); * } * * function draw() { * var val = slider.value(); * background(val, 100, 100, 1); * } *
*/ p5.prototype.createSlider = function(min, max, value, step) { var elt = document.createElement('input'); elt.type = 'range'; elt.min = min; elt.max = max; if (step === 0) { elt.step = .000000000000000001; // smallest valid step } else if (step) { elt.step = step; } if (typeof(value) === "number") elt.value = value; return addElement(elt, this); }; /** * Creates a <button></button> element in the DOM. * Use .size() to set the display size of the button. * Use .mousePressed() to specify behavior on press. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createButton * @param {String} label label displayed on the button * @param {String} [value] value of the button * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var button; * function setup() { * createCanvas(100, 100); * background(0); * button = createButton('click me'); * button.position(19, 19); * button.mousePressed(changeBG); * } * * function changeBG() { * var val = random(255); * background(val); * } *
*/ p5.prototype.createButton = function(label, value) { var elt = document.createElement('button'); elt.innerHTML = label; elt.value = value; if (value) elt.value = value; return addElement(elt, this); }; /** * Creates a checkbox <input></input> element in the DOM. * Calling .checked() on a checkbox returns if it is checked or not * * @method createCheckbox * @param {String} [label] label displayed after checkbox * @param {boolean} [value] value of the checkbox; checked is true, unchecked is false.Unchecked if no value given * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var checkbox; * * function setup() { * checkbox = createCheckbox('label', false); * checkbox.changed(myCheckedEvent); * } * * function myCheckedEvent() { * if (this.checked()) { * console.log("Checking!"); * } else { * console.log("Unchecking!"); * } * } *
*/ p5.prototype.createCheckbox = function() { var elt = document.createElement('div'); var checkbox = document.createElement('input'); checkbox.type = 'checkbox'; elt.appendChild(checkbox); //checkbox must be wrapped in p5.Element before label so that label appears after var self = addElement(elt, this); self.checked = function(){ var cb = self.elt.getElementsByTagName('input')[0]; if (cb) { if (arguments.length === 0){ return cb.checked; }else if(arguments[0]){ cb.checked = true; }else{ cb.checked = false; } } return self; }; this.value = function(val){ self.value = val; return this; }; if (arguments[0]){ var ran = Math.random().toString(36).slice(2); var label = document.createElement('label'); checkbox.setAttribute('id', ran); label.htmlFor = ran; self.value(arguments[0]); label.appendChild(document.createTextNode(arguments[0])); elt.appendChild(label); } if (arguments[1]){ checkbox.checked = true; } return self; }; /** * Creates a dropdown menu <select></select> element in the DOM. * @method createSelect * @param {boolean} [multiple] true if dropdown should support multiple selections * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var sel; * * function setup() { * textAlign(CENTER); * background(200); * sel = createSelect(); * sel.position(10, 10); * sel.option('pear'); * sel.option('kiwi'); * sel.option('grape'); * sel.changed(mySelectEvent); * } * * function mySelectEvent() { * var item = sel.value(); * background(200); * text("it's a "+item+"!", 50, 50); * } *
*/ p5.prototype.createSelect = function(mult) { var elt = document.createElement('select'); if (mult){ elt.setAttribute('multiple', 'true'); } var self = addElement(elt, this); self.option = function(name, value){ var opt = document.createElement('option'); opt.innerHTML = name; if (arguments.length > 1) opt.value = value; else opt.value = name; elt.appendChild(opt); }; self.selected = function(value){ var arr = []; if (arguments.length > 0){ for (var i = 0; i < this.elt.length; i++){ if (value.toString() === this.elt[i].value){ this.elt.selectedIndex = i; } } return this; }else{ if (mult){ for (var i = 0; i < this.elt.selectedOptions.length; i++){ arr.push(this.elt.selectedOptions[i].value); } return arr; }else{ return this.elt.value; } } }; return self; }; /** * Creates a radio button <input></input> element in the DOM. * The .option() method can be used to set options for the radio after it is * created. The .value() method will return the currently selected option. * * @method createRadio * @param {String} [divId] the id and name of the created div and input field respectively * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* var radio; * * function setup() { * radio = createRadio(); * radio.option("black"); * radio.option("white"); * radio.option("gray"); * radio.style('width', '60px'); * textAlign(CENTER); * fill(255, 0, 0); * } * * function draw() { * var val = radio.value(); * background(val); * text(val, width/2, height/2); * } *
*
* var radio; * * function setup() { * radio = createRadio(); * radio.option('apple', 1); * radio.option('bread', 2); * radio.option('juice', 3); * radio.style('width', '60px'); * textAlign(CENTER); * } * * function draw() { * background(200); * var val = radio.value(); * if (val) { * text('item cost is $'+val, width/2, height/2); * } * } *
*/ p5.prototype.createRadio = function() { var radios = document.querySelectorAll("input[type=radio]"); var count = 0; if(radios.length > 1){ var length = radios.length; var prev=radios[0].name; var current = radios[1].name; count = 1; for(var i = 1; i < length; i++) { current = radios[i].name; if(prev != current){ count++; } prev = current; } } else if (radios.length == 1){ count = 1; } var elt = document.createElement('div'); var self = addElement(elt, this); var times = -1; self.option = function(name, value){ var opt = document.createElement('input'); opt.type = 'radio'; opt.innerHTML = name; if (arguments.length > 1) opt.value = value; else opt.value = name; opt.setAttribute('name',"defaultradio"+count); elt.appendChild(opt); if (name){ times++; var ran = Math.random().toString(36).slice(2); var label = document.createElement('label'); opt.setAttribute('id', "defaultradio"+count+"-"+times); label.htmlFor = "defaultradio"+count+"-"+times; label.appendChild(document.createTextNode(name)); elt.appendChild(label); } return opt; }; self.selected = function(){ var length = this.elt.childNodes.length; if(arguments.length == 1) { for (var i = 0; i < length; i+=2){ if(this.elt.childNodes[i].value == arguments[0]) this.elt.childNodes[i].checked = true; } return this; } else { for (var i = 0; i < length; i+=2){ if(this.elt.childNodes[i].checked == true) return this.elt.childNodes[i].value; } } }; self.value = function(){ var length = this.elt.childNodes.length; if(arguments.length == 1) { for (var i = 0; i < length; i+=2){ if(this.elt.childNodes[i].value == arguments[0]) this.elt.childNodes[i].checked = true; } return this; } else { for (var i = 0; i < length; i+=2){ if(this.elt.childNodes[i].checked == true) return this.elt.childNodes[i].value; } return ""; } }; return self }; /** * Creates an <input></input> element in the DOM for text input. * Use .size() to set the display length of the box. * Appends to the container node if one is specified, otherwise * appends to body. * * @method createInput * @param {Number} [value] default value of the input box * @param {String} [type] type of text, ie text, password etc. Defaults to text * @return {Object|p5.Element} pointer to p5.Element holding created node * @example *
* function setup(){ * var inp = createInput(''); * inp.input(myInputEvent); * } * * function myInputEvent(){ * console.log('you are typing: ', this.value()); * } * *
*/ p5.prototype.createInput = function(value, type) { var elt = document.createElement('input'); elt.type = type ? type : 'text'; if (value) elt.value = value; return addElement(elt, this); }; /** * Creates an <input></input> element in the DOM of type 'file'. * This allows users to select local files for use in a sketch. * * @method createFileInput * @param {Function} [callback] callback function for when a file loaded * @param {String} [multiple] optional to allow multiple files selected * @return {Object|p5.Element} pointer to p5.Element holding created DOM element * @example * var input; * var img; * * function setup() { * input = createFileInput(handleFile); * input.position(0, 0); * } * * function draw() { * if (img) { * image(img, 0, 0, width, height); * } * } * * function handleFile(file) { * print(file); * if (file.type === 'image') { * img = createImg(file.data); * img.hide(); * } * } */ p5.prototype.createFileInput = function(callback, multiple) { // Is the file stuff supported? if (window.File && window.FileReader && window.FileList && window.Blob) { // Yup, we're ok and make an input file selector var elt = document.createElement('input'); elt.type = 'file'; // If we get a second argument that evaluates to true // then we are looking for multiple files if (multiple) { // Anything gets the job done elt.multiple = 'multiple'; } // Function to handle when a file is selected // We're simplifying life and assuming that we always // want to load every selected file function handleFileSelect(evt) { // These are the files var files = evt.target.files; // Load each one and trigger a callback for (var i = 0; i < files.length; i++) { var f = files[i]; var reader = new FileReader(); function makeLoader(theFile) { // Making a p5.File object var p5file = new p5.File(theFile); return function(e) { p5file.data = e.target.result; callback(p5file); }; }; reader.onload = makeLoader(f); // Text or data? // This should likely be improved if (f.type.indexOf('text') > -1) { reader.readAsText(f); } else { reader.readAsDataURL(f); } } } // Now let's handle when a file was selected elt.addEventListener('change', handleFileSelect, false); return addElement(elt, this); } else { console.log('The File APIs are not fully supported in this browser. Cannot create element.'); } }; /** VIDEO STUFF **/ function createMedia(pInst, type, src, callback) { var elt = document.createElement(type); // allow src to be empty var src = src || ''; if (typeof src === 'string') { src = [src]; } for (var i=0; i