class DPendulum:
    def __init__(self):
        self.pendulum = Pendulum(1)
        self.pendulum.DT = DT
        self.pendulum.NDT = 5

    @property
    def nqv(self):
        return [NQ, NV]

    @property
    def nx(self):
        return NQ * NV

    @property
    def nu(self):
        return NU

    @property
    def goal(self):
        return x2i(c2d([0., 0.]))

    def reset(self, x=None):
        if x is None:
            x = [np.random.randint(0, NQ), np.random.randint(0, NV)]
        else:
            x = i2x(x)
        assert (len(x) == 2)
        self.x = x
        return x2i(self.x)

    def step(self, iu):
        self.x = self.dynamics(self.x, iu)
        reward = 1 if x2i(self.x) == self.goal else 0
        return x2i(self.x), reward

    def render(self):
        q = d2cq(self.x[0])
        self.pendulum.display(np.matrix([
            q,
        ]))
        time.sleep(self.pendulum.DT)

    def dynamics(self, ix, iu):
        x = np.matrix(d2c(ix)).T
        u = d2cu(iu)

        self.xc, _ = self.pendulum.dynamics(x, u)
        return c2d(x.T.tolist()[0])
Exemple #2
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class DPendulum:
    def __init__(self):
        self.pendulum = Pendulum(1)
        self.pendulum.DT  = DT
        self.pendulum.NDT = 5

    @property
    def nqv(self): return [NQ,NV]
    @property
    def nx(self): return NQ*NV
    @property
    def nu(self): return NU
    @property
    def goal(self): return x2i(c2d([0.,0.]))

    def reset(self,x=None):
        if x is None:
            x = [ np.random.randint(0,NQ), np.random.randint(0,NV) ]
        else: x = i2x(x)
        assert(len(x)==2)
        self.x = x
        return x2i(self.x)

    def step(self,iu):
        self.x     = self.dynamics(self.x,iu)
        reward     = 1 if x2i(self.x)==self.goal else 0
        return x2i(self.x),reward

    def render(self):
        q = d2cq(self.x[0])
        self.pendulum.display(np.matrix([q,]))
        time.sleep(self.pendulum.DT)

    def dynamics(self,ix,iu):
        x   = np.matrix(d2c (ix)).T
        u   = d2cu(iu)
        
        self.xc,_ = self.pendulum.dynamics(x,u)
        return c2d(x.T.tolist()[0])
Exemple #3
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class App:
    def __init__(self):
        self._running = True
        self._display_suf = None
        self.size = CANVAS
        self.width = self.size[0]
        self.height = self.size[1]
        self.bg_color = (255, 255, 255)
        self.pendulum = None
        self.clock = None
        self.fps = 30

    def on_init(self):
        pygame.init()
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.size)
        self._running = True
        self.ball = Ball()

    def reset(self):
        self.on_init()

    def on_event(self, event):
        if event.type == pygame.QUIT:
            self._running = False

        if event.type == pygame.MOUSEBUTTONDOWN:
            x, y = pygame.mouse.get_pos()
            self.pendulum = Pendulum(x, y, self.ball)

        if event.type == pygame.MOUSEBUTTONUP:
            Pendulum.calc_exit_velocities(self.pendulum, self.ball)
            self.pendulum = None

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                self.reset()

            if event.key == pygame.K_UP:
                if self.pendulum is None:
                    self.ball.jump()

    def apply_movement(self, dt):
        keymap = pygame.key.get_pressed()
        force = dt * 5
        if keymap[pygame.K_LEFT]:
            self.ball.velocity[0] -= force
        if keymap[pygame.K_RIGHT]:
            self.ball.velocity[0] += force

    def check_collisions(self):
        if self.ball.top < 0:
            self.ball.y = 0
            self.ball.velocity[1] *= -1

        if self.ball.bottom > self.height:
            self.ball.y = self.height - self.ball.size
            self.ball.velocity[1] *= -1

        if self.ball.left < 0:
            self.ball.x = 0
            self.ball.velocity[0] *= -1

        if self.ball.right > self.width:
            self.ball.x = self.width - self.ball.size
            self.ball.velocity[0] *= -1

    def on_loop(self, dt):
        self.check_collisions()
        self.apply_movement(dt)

        if self.pendulum is not None:
            self.pendulum.move(dt)
        else:
            self.ball.move(dt)

    def on_render(self):
        self.screen.fill(self.bg_color)
        self.ball.display(self.screen)
        if self.pendulum is not None:
            self.pendulum.display(self.screen)
        pygame.display.flip()

    def on_cleanup(self):
        pygame.quit()

    def on_execute(self):
        if self.on_init() == False:
            self._running = False

        while self._running:
            dt = self.clock.tick(self.fps)
            dt = dt / 100.
            for event in pygame.event.get():
                self.on_event(event)
            self.on_loop(dt)
            self.on_render()
        self.on_cleanup()