Created
September 3, 2017 01:08
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PID制御でゲームを作ってみよう
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package main | |
import ( | |
"fmt" | |
"image/color" | |
"log" | |
"math" | |
"github.com/hajimehoshi/ebiten" | |
"github.com/hajimehoshi/ebiten/ebitenutil" | |
) | |
const ( | |
screenWidth = 640 | |
screenHeight = 480 | |
) | |
type Player struct { | |
px float64 | |
py float64 | |
vx float64 | |
vy float64 | |
kp float64 | |
ki float64 | |
kd float64 | |
diffArrayX []float64 | |
diffArrayY []float64 | |
} | |
type TargetPoint struct { | |
radius float64 | |
px float64 | |
py float64 | |
} | |
type Stage struct { | |
player *Player | |
targetPointList []TargetPoint | |
currentTargetId int | |
windX float64 | |
windY float64 | |
accelLimit float64 | |
speedLimit float64 | |
} | |
var stage Stage | |
func initStage() { | |
stage.player = new(Player) | |
stage.accelLimit = 1 | |
stage.speedLimit = 10 | |
stage.windX = 0 | |
stage.windY = 0.2 | |
stage.targetPointList = []TargetPoint{ | |
TargetPoint{ | |
radius: 20, | |
px: 30, | |
py: 40, | |
}, | |
TargetPoint{ | |
radius: 20, | |
px: 300, | |
py: 40, | |
}, | |
TargetPoint{ | |
radius: 20, | |
px: 330, | |
py: 350, | |
}, | |
TargetPoint{ | |
radius: 20, | |
px: 40, | |
py: 400, | |
}, | |
TargetPoint{ | |
radius: 20, | |
px: 200, | |
py: 220, | |
}, | |
} | |
} | |
func (player *Player) update(tp TargetPoint, accelLimit float64, speedLimit float64) { | |
Px := tp.px - player.px | |
Py := tp.py - player.py | |
player.diffArrayX = append(player.diffArrayX, Px) | |
player.diffArrayY = append(player.diffArrayY, Py) | |
arrayLimit := 20 | |
if len(player.diffArrayX) > arrayLimit { | |
player.diffArrayX = player.diffArrayX[1:] | |
player.diffArrayY = player.diffArrayY[1:] | |
} | |
Ix := 0.0 | |
Iy := 0.0 | |
{ | |
start := len(player.diffArrayX) - 10 | |
if start < 0 { | |
start = 0 | |
} | |
for i := start; i < len(player.diffArrayX); i++ { | |
Ix += player.diffArrayX[i] | |
Iy += player.diffArrayY[i] | |
} | |
} | |
Dx := 0.0 | |
Dy := 0.0 | |
{ | |
start := len(player.diffArrayX) - 10 | |
if start < 0 { | |
start = 0 | |
} | |
end := len(player.diffArrayX) - 1 | |
Dx = player.diffArrayX[end] - player.diffArrayX[start] | |
Dy = player.diffArrayY[end] - player.diffArrayY[start] | |
} | |
accelX := player.kp*Px + player.ki*Ix + player.kd*Dx | |
accelY := player.kp*Py + player.ki*Iy + player.kd*Dy | |
accelVec := math.Sqrt(accelX*accelX + accelY*accelY) | |
if accelVec > accelLimit { | |
accelX *= accelLimit / accelVec | |
accelY *= accelLimit / accelVec | |
} | |
player.vx *= 0.98 | |
player.vy *= 0.98 | |
player.vx += accelX | |
player.vy += accelY | |
speed := math.Sqrt(player.vx*player.vx + player.vy*player.vy) | |
if speed > speedLimit { | |
player.vx *= speedLimit / speed | |
player.vy *= speedLimit / speed | |
} | |
player.px += player.vx | |
player.py += player.vy | |
} | |
func update(screen *ebiten.Image) error { | |
// kp | |
if ebiten.IsKeyPressed(ebiten.KeyQ) { | |
stage.player.kp += 0.001 | |
} | |
if ebiten.IsKeyPressed(ebiten.KeyA) { | |
stage.player.kp -= 0.001 | |
} | |
if ebiten.IsKeyPressed(ebiten.KeyZ) { | |
stage.player.kp = 0.0 | |
} | |
// ki | |
if ebiten.IsKeyPressed(ebiten.KeyW) { | |
stage.player.ki += 0.001 | |
} | |
if ebiten.IsKeyPressed(ebiten.KeyS) { | |
stage.player.ki -= 0.001 | |
} | |
if ebiten.IsKeyPressed(ebiten.KeyX) { | |
stage.player.ki = 0.0 | |
} | |
// kd | |
if ebiten.IsKeyPressed(ebiten.KeyE) { | |
stage.player.kd += 0.001 | |
} | |
if ebiten.IsKeyPressed(ebiten.KeyD) { | |
stage.player.kd -= 0.001 | |
} | |
if ebiten.IsKeyPressed(ebiten.KeyC) { | |
stage.player.kd = 0.0 | |
} | |
nextTarget := stage.targetPointList[stage.currentTargetId] | |
stage.player.update(nextTarget, stage.accelLimit, stage.speedLimit) | |
stage.player.vx += stage.windX | |
stage.player.vy += stage.windY | |
// hit check | |
{ | |
dx := stage.player.px - nextTarget.px | |
dy := stage.player.py - nextTarget.py | |
r := math.Sqrt(dx*dx + dy*dy) | |
if r < nextTarget.radius { | |
stage.currentTargetId += 1 | |
if stage.currentTargetId == len(stage.targetPointList) { | |
stage.currentTargetId = 0 | |
} | |
} | |
} | |
// draw check point | |
for _, tp := range stage.targetPointList { | |
ebitenutil.DrawRect( | |
screen, | |
tp.px, tp.py, | |
32, 32, | |
color.RGBA{0xff, 0xff, 0x00, 0xff}) | |
} | |
// draw player | |
ebitenutil.DrawRect( | |
screen, | |
stage.player.px, stage.player.py, | |
32, 32, | |
color.RGBA{0xff, 0xff, 0xff, 0xff}) | |
ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %f", ebiten.CurrentFPS())) | |
fmt.Print(stage.currentTargetId, stage.player.kp, stage.player.ki, stage.player.kd, "\n") | |
fmt.Print(stage.player.diffArrayX, "\n") | |
return nil | |
} | |
func main() { | |
initStage() | |
if err := ebiten.Run(update, screenWidth, screenHeight, 1, "PID game"); err != nil { | |
log.Fatal(err) | |
} | |
} |
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