How to properly add setInterval/setTimeout to my function - javascript

Pls, help!
The function should print the letters "A" through "F" to the console, one letter per second.
The function works without setInterval/setTimeout.
// setInterval(alphabet, 1000, 'a', 'f');
function alphabet(from, to) {
var a = [], i = from.charCodeAt(0), j = to.charCodeAt(0);
for (; i <= j; ++i) {
setInterval(() => {
a.push(String.fromCharCode(i));
}, 1000);
}
// return console.log(a);
return a;
}
console.log(alphabet('a', 'f'));

You might wanna try this.
You can paste it on codepen
var a = [];
function alphabet(from, to) {
console.log(a);
setInterval(() => {
var i = from.charCodeAt(0);
var j = to.charCodeAt(0);
for (; i <= j; ++i) {
if(a.includes(String.fromCharCode(i))){
}else{
console.log(String.fromCharCode(i))
a.push(String.fromCharCode(i));
break;
}
}
}, 1000);
return a;
}
alphabet('a', 'f');

Here is a solution using an async sleep function.
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
async function alphabet(from,to){
var currentLetter = from[0];
while(currentLetter.charCodeAt(currentLetter[0]) != to.charCodeAt(to[0])+1){
let l = currentLetter
await sleep(1000)
console.log(l)
nextLetter = String.fromCharCode(currentLetter.charCodeAt(currentLetter[0])+1)
currentLetter = nextLetter;
}
}
alphabet('A','F');

function printLetters(start, finish) {
//should add checks here to validate start comes before finish
console.log(start)
if (start == finish) {
return
}
else {
setTimeout(printLetters, 1000, String.fromCharCode(start.charCodeAt(0)+1), finish)
}
}
printLetters('a', 'f')

Related

JavaScript Need help writing shouldQuarantine prototype

Need this to determine if any of the passengers are isHealthy =false then quarantine the wagon. I may have an issue on the join prototype as well. The isHealthy is only triggered if they eat and have no food. So it is possible for them to eat, and then have no food but not trigger isHealthy.
I am very new to this please be patient.
const Traveler = function (travelerName) {
this.name = travelerName;
this.food = 1;
this.isHealthy = true;
};
Traveler.prototype.hunt = function () {
this.food += 2;
console.log(this.food);
};
Traveler.prototype.eat = function () {
this.food -= 1;
if (this.food === 1) {
} else {
this.food === 0;
this.isHealthy = false;
}
console.log(this.food);
};
console.log(new Traveler("John"));
function Wagon(capacity) {
this.capacity = capacity;
this.passengers = [];
}
console.log(new Wagon(4));
Wagon.prototype.getAvailableSeatCount = function () {
let seatingCapacity = this.capacity - this.passengers.length;
console.log(seatingCapacity);
return seatingCapacity;
};
Wagon.prototype.join = function (traveler) {
console.log(this.capacity);
let currentCapacity = this.capacity;
if (currentCapacity <= this.passengers.length) {
this.currentCapacity = 0;
} else if (this.getAvailableSeatCount != 0) {
this.passengers.push(traveler);
}
console.log(this.passengers);
};
Wagon.prototype.shouldQuarantine = function () {
for (let i = 0; i < this.passengers.length; i++) {
if (this.passengers[i].isHealthy) {
return false;
}
}
};
Wagon.prototype.totalFood = function () {
let totalFood = "";
this.passengers.forEach(this.food);
console.log(this.food);
};
In you eat method of the Traveler class, first check if there is any food. If there is, then subtract one and check if the food is now empty. If it is then set isHealthy to false.
Traveler.prototype.eat = function () {
if (this.food > 0) {
this.food -= 1;
if (this.food === 0) {
this.isHealthy = false;
}
}
};
Subsequently you should also modify your hunt method to make your traveler healthy again after hunting.
Traveler.prototype.hunt = function () {
this.food += 2;
this.isHealthy = true;
};
In the shouldQuarantine method of the Wagon class, instead of checking if all passengers are healthy, check if anyone of them is not healthy and return true if that is the case.
If everyone is healthy, the loop will finish. Return false after the loop.
Wagon.prototype.shouldQuarantine = function () {
for (let i = 0; i < this.passengers.length; i++) {
if (!this.passengers[i].isHealthy) {
return true;
}
}
return false;
};
Alternatively you could use the some method on the this.passengers array to check if any of the passenger isn't healthy.
Wagon.prototype.shouldQuarantine = function () {
return this.passengers.some(
passenger => passenger.isHealthy === false
);
};
The join method can be simplyfied. You only need the result from this.getAvailableSeatCount() to see if there is any room. Add the traveler if the result is not 0.
Wagon.prototype.join = function (traveler) {
const availableSeats = this.getAvailableSeatCount();
if (availableSeats !== 0) {
this.passengers.push(traveler);
}
};
I also noticed that the totalFood method doesn't work as expected, but I'll let this one up to you. Hint: totalFood should be a number. Loop over every passenger and add the amount of food to the totalFood value.

for-loop in for-loop doesn't execute in order with async/await function

I have a loop (with index j) in a loop (with index i) with an await function in it, after debug, I found sometimes some pair of (i,j) execute more than one time. I am totally confused -_-
Could someone explain it? Thanks so much!
Here is the code:
I add searchFunc to an input element.
async function searchFunc() {
let results = [];
let notebooksP = await queryData(url1);
notebooks = notebooksP.value;
// debugger;
for (let i = 0; i < notebooks.length; i++) {
let noteIds;
let noteIdsP = await queryData(urlBase + notebooks[i].id);
noteIds = noteIdsP.value;
debugger;
for (let j = 0; j < noteIds.length; j++) {
console.log("runing at i=", i, ", j=", j, );
let noteContentsP = await queryData(urlBase + noteIds[j].id);
let data = noteContentsP.value;
// debugger;
let content = data.content;
let idx = content.search(key);
if (idx != -1) {
let res = {};
res.notebookId = notebooks[i].id;
res.noteId = noteIds[j].id;
results.push(res);
console.log("found at i=", i, " j=", j);
}
}
}
function queryData(path) {
return new Promise(function (resolve, reject) {
var xhr = new XMLHttpRequest();
xhr.open('get', path);
xhr.send(null);
xhr.onreadystatechange = function () {
if (xhr.readyState != 4) return;
if (xhr.readyState == 4 && xhr.status == 200) {
var ret = xhr.responseText;
resolve({value: JSON.parse(ret)});
} else {
reject('error');
}
}
})
}
const searchContent = debounce(searchFunc, 500);
searchBox.addEventListener('input', searchContent);
function debounce(fn, wait) {
let timeout = null;
return function () {
if (timeout !== null) clearTimeout(timeout);
timeout = setTimeout(fn, wait);
}
}
There is a design flaw here if you are triggering a search on every keypress. This can lead to problems with ordering of responses among other things. However, ignoring this issue, one simple way around the problem you are experiencing is simply to block the function from being called twice at the same time using a variable to track when it is running:
let searching = false;
async function searchFunc() {
if (searching) {
return;
}
searching = true;
let results = [];
let notebooksP = await queryData(url1);
notebooks = notebooksP.value;
// debugger;
for (let i = 0; i < notebooks.length; i++) {
let noteIds;
let noteIdsP = await queryData(urlBase + notebooks[i].id);
noteIds = noteIdsP.value;
for (let j = 0; j < noteIds.length; j++) {
console.log("runing at i=", i, ", j=", j, );
let noteContentsP = await queryData(urlBase + noteIds[j].id);
let data = noteContentsP.value;
// debugger;
let content = data.content;
let idx = content.search(key);
if (idx != -1) {
let res = {};
res.notebookId = notebooks[i].id;
res.noteId = noteIds[j].id;
results.push(res);
console.log("found at i=", i, " j=", j);
}
}
}
searching = false;
}

Pause a function in jQuery or JavaScript [duplicate]

This question already has answers here:
JavaScript Loop and wait for function
(2 answers)
Closed 2 years ago.
I want to stop this function for a few seconds while adding every digit,
but this function doesn't work as intended.
function yazmaeffetkti() {
var cumleler = ["salam necesen", "yaxsiyam sen "]
currentcumle = ""
for (var i = 0; i < cumleler.length; i++) {
cumle = cumleler[i]
for (var z = 0; z < cumle.length; z++) {
currentcumle += cumle[z]
function stateChange(currentcumle) {
setTimeout(function() {
console.log(currentcumle);
}, 3000);
}
stateChange(currentcumle)
}
currentcumle = ""
}
}
yazmaeffetkti()
The cleanest way to achieve that is to use async and await:
async function yazmaeffetkti() {
// ...
await new Promise(resolve => setTimeout(resolve, 3000));
console.log(currentcumle);
// ...
}
here is my version:
async function yazmaeffetkti() {
var cumleler = ["salam necesen", "yaxsiyam sen "]
currentcumle = ""
for (var i = 0; i < cumleler.length; i++) {
cumle = cumleler[i]
for (var z = 0; z < cumle.length; z++) {
currentcumle += cumle[z]
await stateChange(currentcumle)
}
currentcumle = ""
}
}
var stateChange = (currentcumle) => new Promise((resolve)=>{
setTimeout(function() {
console.log(currentcumle);
resolve(true);
}, 1000);
});
yazmaeffetkti()
In addition to Robo Robok's answer, here is an example using the same concept but with then instead of async/await. I personnaly prefer it but it's up to you.
function yazmaeffetkti() {
var cumleler = ["salam necesen", "yaxsiyam sen "]
currentcumle = ""
for (var i = 0; i < cumleler.length; i++) {
cumle = cumleler[i]
for (var z = 0; z < cumle.length; z++) {
currentcumle += cumle[z]
new Promise(resolve => setTimeout(resolve, 3000)).then(() => {
console.log(currentcumle);
});
}
currentcumle = ""
}
}
yazmaeffetkti()

iframe element returns undefined after onload event?

EDIT: Is there no one who can shed some light on this issue? Anything would be appreciated. :)
I have a script that is supposed to check to see if an elements html contains a given string..
When these elements do exist, my code throws this error: Uncaught TypeError: Cannot read property 'outerHTML' of null
This is the line: let check = document.querySelector("#iframe_${globalI}").contentWindow.document.querySelector(".Row"+inc).outerHTML
I then check to see if the string includes a check string.. IE: check.includes("Pre Trip")
If I run this line directly in the console it works and returns true... So what is going on here..?? How can I get this check to pass..?
I have this check executing after a setTimeout of 20 seconds, then wrapped again in another setTimeout for 500ms as I was trying to figure this out..
Also, I need to note that there are no XSS / CORS issues.
Here is my code..
function checkRowCount(x){
console.log("Row count called on "+x);
let rowCount = 0;
for(let i = 0; i < 30; i++){
if(typeof(document.querySelector(`#iframe_${x}`).contentWindow.document.querySelector('.Row'+i)) != 'undefined' && document.querySelector(`#iframe_${x}`).contentWindow.document.querySelector('.Row'+i) != null){
rowCount++;
}
}
console.log(rowCount);
return rowCount;
}
let globalCompiler = []; //globalCompiler[globalI] = {unit: unitNumber[globalI], data: ["X", " ", "NO POST TRIP]}
let unitNumber = [1031,1743,1744,1986,3239,3256,3257,4024,4062,4063,4064,4065,4247,4309,4315,4326,4327,4334,4335,4337,4350,4382,4385,7166,7380,7381,8765,8823,8945,8950,8988,10720,17045,17163,40014,40069,40122,40380,80129,80188,80700,80701,80702,80728,80831,80852,80875,"80876","81027","81038","401288","401306","402409","60099T","CH889","CH890","SR31077","T19","U5509","U6660","U6667","U6675","U8854","US1025T"];
let url = "http://winweb.cleanharbors.com/Vehicle/VehicleTDSearch.aspx?SearchType=DVIR";
function iframeLoaded(selector, unit, setDate, callback){
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtStartDate").value = setDate;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtEndDate").value = setDate;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtVhcleNo").value = unit;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#btnRetrieve").click();
}
let loadFinished = {};
for(let dec = 0; dec < unitNumber.length; dec++){
loadFinished[unitNumber[dec]] = false;
}
console.log(loadFinished);
for(let globalI = 0; globalI < 3; globalI++){
globalCompiler[globalI] = {unit: unitNumber[globalI], data: []};
let iframeObj = document.createElement('iframe');
iframeObj.id = `iframe_${globalI}`;
iframeObj.hidden = false;
iframeObj.src = url;
iframeObj.onload = () => {
if (loadFinished[unitNumber[globalI]] == false) {
loadFinished[unitNumber[globalI]] = true;
let setDate = "11/01/2019";
iframeLoaded(globalI, unitNumber[globalI], setDate);
console.log("iframeloaded called on " + globalI);
setTimeout(() => {
setTimeout(() => {
let dateCheckObject = {}, rowCount = checkRowCount(globalI), trackingArr = [];
if (rowCount == 0) {
globalCompiler[globalI].data.push(" ");
} else {
for (let inc = 1; inc <= rowCount; inc++) {
//let check = $('#iframe_'+globalI).contents().find(`.Row` + inc).html().includes("Pre Trip");
let check = document.querySelector(`#iframe_${globalI}`).contentWindow.document.querySelector(".Row"+inc).outerHTML
if (check.includes("Pre Trip")) {
dateCheckObject.pre = true;
} else {
dateCheckObject.post = true;
}
}
if(dateCheckObject.pre && dateCheckObject.post) {
console.log("X");
globalCompiler[globalI].data.push("X");
dateCheckObject = {};
} else if (dateCheckObject.pre == 'undefined') {
console.log("NO PRE");
globalCompiler[globalI].data.push("NO PRE TRIP");
dateCheckObject = {};
} else {
console.log("NO POST");
globalCompiler[globalI].data.push("NO POST TRIP");
dateCheckObject = {};
}
}
},500);
}, 20000);
}
};
document.body.appendChild(iframeObj);
console.log("Global Loop called");
}
```
A for loop ran one count too far...
e.g.: for (let inc = 1; inc <= rowCount; inc++)
Should have been for (let inc = 1; inc < rowCount; inc++)

How to pause the entire code for 1 second in javascript

I am trying to code an evolutionary neural network for the game snake. I already coded the neural network part and now I'd like to output the game of the best individual of every generation. For that I'm using the drawing library p5.js (https://p5js.org/).
In my code I am running a loop in where a new generation based on the last generation is created. Each individual of the generation will have to play the game and that is how they are rated. Now I want the best individual to be outputted after I let every individual play once.
Between each outputted turn of the game of the best individual I want the code to wait 500 milliseconds. How do I achieve that?
Here is the code I've already tried but here it only outputed the board after the last turn of each generation:
async function start() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(resolve, 500));
await p;
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
}
}
}
Another version but the waiting didn't work here:
let i = 0;
setInterval(async () => {
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(resolve, 500));
await p;
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
}
i++;
}, 1);
The code you provided should do what you asked for, I could only clean up some parts for you. Explain a bit better what is the problem you are facing.
// The function should be defined only once.
function drawBoard(board) { }
async function start() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
// Don't wait on first iteration
await new Promise(resolve => setTimeout(resolve, 500 * (turn ? 0 : 1 )));
drawBoard(bestGameTurns[turn]);
}
}
}
Original idea (discarded)
You can create a short function like that:
function pause(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
Then in any async function you can call it like that:
async function () {}
// something happening
await pause(500);
// continue
}
The other idea
Now, the code in your question is not complete so this is kind of blind coding but.
So, first of all setInterval will be running the whole function every 1 millisecond (actually 4 ms, as this is the minimum in JS). Which means it will run those loops. I decided to focus on the part that was marked by you.
Instead of loop and trying to pause it, I ask that maybe rewriting the loop into function called each half second until condition is met would do?
Also, I move drawBoard outside
setInterval(async () => {
// ^^^^^^^^ <-- this should probably go
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
function tick(turn = 0) {
let board = bestGameTurns[turn];
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
drawBoard(board);
// here is "setTimeouted" loop
if (turn < bestGameTurns.length) {
setTimeout(tick, 500, turn + 1);
}
}
tick();
}, 1);
Thanks to everyone, your suggestions brought me to an idea. I found out that the problem was lying somewhere else. Because javascript only runs on the one thread (I think thats how its called), after we run over one generation, we have to stop that function to let another draw function, which runs every frame, draw the board. After it is drawn, the main function can continue. This is how it looks:
let isDrawn = false;
let currentBoard;
async function setup() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns;
for (let turn = 0; turn < bestGameTurns.length; turn++) {
await step(bestGameTurns[turn], turn);
}
}
}
function step(board, turn) {
currentBoard = board;
isDrawn = false;
return new Promise(resolve => setTimeout(() => {
if (isDrawn) resolve();
}, 500));
}
setTimeout(() => {
if (currentBoard) {
drawBoard(currentBoard);
isDrawn = true;
currentBoard = undefined;
}
}, 1);
const nrOfCols = 10;
const nrOfRows = 10;
const fieldWidth = 20;
const nodeNrs = [24, 8, 8, 4];
const populationSize = 200;
const mutationRate = 0.01;
let population;
let game;
let isDrawn = false;
let currentBoard;
async function setup() {
createCanvas(500, 500);
population = new PopulationManager(populationSize);
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns;
for (let turn = 0; turn < bestGameTurns.length; turn++) {
await step(bestGameTurns[turn]);
}
}
}
function step(board) {
currentBoard = board;
isDrawn = false;
return new Promise(resolve => setTimeout(() => {
if (isDrawn) resolve();
}, 500));
}
function draw() {
if (currentBoard) {
drawBoard(currentBoard);
isDrawn = true;
currentBoard = undefined;
}
}
function drawBoard(board) {
board.forEach((col, colNr) => {
col.forEach((field, rowNr) => {
fill(field.isSnake ? "green" : field.isFruit ? "red" : "black");
stroke(255);
rect(colNr*fieldWidth, rowNr*fieldWidth, fieldWidth, fieldWidth);
});
});
}
function play(game) {
setInterval(() => {
if (!game.lost) {
game.nextTurn();
drawBoard(game.board);
} else {
clearInterval(1);
}
}, 500);
}
class PopulationManager {
constructor(populationSize) {
this.population = createPopulation();
function createPopulation() {
let population = [];
for (let i = 0; i < populationSize; i++) {
let chromosomes = createRandomChromosomes();
let i = new Individual(chromosomes);
population.push(i);
}
return population;
function createRandomChromosomes() {
let arr = [];
let nrOfChromosomes = calcNrOfChromosomes();
for (let i = 0; i < nrOfChromosomes; i++)
arr.push(Math.random()*2-1);
return arr;
function calcNrOfChromosomes() {
let nr = 0;
for (let i = 0; i < nodeNrs.length - 1; i++)
nr += (nodeNrs[i] + 1)*nodeNrs[i + 1];
return nr;
}
}
};
}
createNewGeneration() {
let that = this;
getFitnessOfPop();
this.calcAvgFitness();
this.findBestIndividual();
let parents = selection();
breed(parents);
function getFitnessOfPop() {
that.population.forEach(iv => {
iv.fitness = iv.playGame();
});
that.population.sort((a, b) => a.fitness - b.fitness);
}
function selection() {
let totalFitness = that.population.map(iv => iv.fitness/* + 1 */).reduce((a,b) => a + b);
let allParents = [];
for (let i = 0; i < that.population.length/2; i++) {
allParents.push(selectRandomParents());
}
return allParents;
function selectRandomParents() {
let p1, p2;
do {
p1 = selectRandomParent();
p2 = selectRandomParent();
} while (p1 == p2);
return [p1, p2];
function selectRandomParent() {
let rdm = Math.random()*totalFitness;
return that.population.find((iv, i) => {
let sum = that.population.filter((iv2, i2) => i2 <= i).map(iv => iv.fitness /* + 1 */).reduce((a,b) => a + b);
return rdm <= sum;
});
}
}
}
function breed(allParents) {
that.population = [];
allParents.forEach(ps => {
let childChromosomes = crossOver(ps[0].chromosome, ps[1].chromosome);
childChromosomes = [mutate(childChromosomes[0]), mutate(childChromosomes[1])];
let child1 = new Individual(childChromosomes[0]);
let child2 = new Individual(childChromosomes[1]);
that.population.push(child1);
that.population.push(child2);
});
function crossOver(parent1Chromosome, parent2Chromosome) {
let crossingPoint = Math.round(Math.random()*parent1Chromosome.length);
let divided1 = divideChromosome(parent1Chromosome);
let divided2 = divideChromosome(parent2Chromosome);
let child1Chromosome = divided1[0].concat(divided2[1]);
let child2Chromosome = divided2[0].concat(divided1[1]);
return [child1Chromosome, child2Chromosome];
function divideChromosome(chromosome) {
let part1 = chromosome.filter((g, i) => i <= crossingPoint);
let part2 = chromosome.filter((g, i) => i > crossingPoint);
return [part1, part2];
}
}
function mutate(chromosome) {
chromosome = chromosome.map(g => {
if (Math.random() < mutationRate)
return Math.random()*2-1;
return g;
});
return chromosome;
}
}
}
calcAvgFitness() {
this.avgFitness = this.population.map(iv => iv.fitness).reduce((a, b) => a + b) / this.population.length;
}
findBestIndividual() {
let bestFitness = -1, bestIndividual;
this.population.forEach(i => {
if (i.fitness > bestFitness) {
bestFitness = i.fitness;
bestIndividual = i;
}
});
this.bestIndividual = bestIndividual;
}
}
class Individual {
constructor(chromosome) {
this.chromosome = chromosome;
this.fitness = 0;
this.game = createGame();
function createGame() {
let weights = convertChromosomeToWeights();
let game = new Game(weights);
return game;
function convertChromosomeToWeights() {
let weights = [];
for (let i = 0; i < nodeNrs.length - 1; i++) {
let lArr = [];
for (let j = 0; j < nodeNrs[i] + 1; j++) {
let nArr = [];
lArr.push(nArr);
}
weights.push(lArr);
}
chromosome.forEach((gene, geneIdx) => {
let lIdx = -1, minIdx, maxIdx = 0;
for (let i = 0; i < nodeNrs.length - 1; i++) {
let nr = 0;
for (let j = 0; j <= i; j++)
nr += (nodeNrs[j] + 1)*nodeNrs[j + 1];
if (geneIdx < nr) {
lIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
minIdx = maxIdx;
let nIdx = -1;
for (let i = 0; i < nodeNrs[lIdx] + 1; i++) {
let nr = minIdx + nodeNrs[lIdx + 1];;
if (geneIdx < nr) {
nIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
minIdx = maxIdx;
let wIdx = -1;
for (let i = 0; i < nodeNrs[lIdx + 1]; i++) {
let nr = minIdx + 1;
if (geneIdx < nr) {
wIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
weights[lIdx][nIdx][wIdx] = gene;
});
return weights;
}
}
}
playGame() {
while (!this.game.lost) {
this.game.nextTurn();
}
return this.game.score;
}
}
class Game {
constructor(weights) {
let that = this;
this.chromosome = flattenArray(weights);
this.nn = new NeuralNetwork(weights);
this.turnNr = 0;
this.score = 0;
this.lost = false;
this.board = createBoard();
this.snake = new Snake();
setupSnake();
this.createFruit();
this.turns = [JSON.parse(JSON.stringify(this.board))];
function createBoard() {
let board = [];
for (let colNr = 0; colNr < nrOfCols; colNr++) {
board[colNr] = [];
for (let rowNr = 0; rowNr < nrOfRows; rowNr++) {
let field = new Field(colNr, rowNr);
board[colNr][rowNr] = field;
}
}
return board;
}
function setupSnake() {
for (let i = 0; i < 4; i++)
that.addToTail([floor(nrOfCols/2) - i, floor(nrOfRows/2)]);
that.length = that.snake.body.length;
}
function flattenArray(arr) {
let flattened = [];
flatten(arr);
return flattened;
function flatten(arr) {
arr.forEach(e => {
if (Array.isArray(e))
flatten(e);
else
flattened.push(e);
});
}
}
}
addToTail(pos) {
this.snake.body.push(pos);
this.board[pos[0]][pos[1]].setSnake(true);
}
nextTurn() {
let that = this;
let direction = findDirection();
this.moveSnake(direction);
this.turns.push(JSON.parse(JSON.stringify(this.board)));
this.turnNr++;
checkEat();
function findDirection() {
let inputValues = [];
for (let i = 0; i < 8; i++) {
let distances = that.snake.look(i, that.board);
inputValues.push(distances.distToFruit);
inputValues.push(distances.distToWall);
inputValues.push(distances.distToBody);
}
let output = that.nn.getOutput(inputValues);
let probability = -1;
let direction = -1;
output.forEach((v, vIdx) => {
if (v > probability) {
probability = v;
direction = vIdx;
}
});
return direction;
}
function checkEat() {
let head = that.snake.body[0];
let headField = that.board[head[0]][head[1]];
if (headField.isFruit) {
that.snake.eat();
that.score++;
headField.setFruit(false);
that.createFruit();
}
}
}
createFruit() {
let field;
do {
let colNr = floor(random()*nrOfCols);
let rowNr = floor(random()*nrOfRows);
field = this.board[colNr][rowNr];
} while(field.isSnake);
field.setFruit(true);
}
moveSnake(newDirection) {
let that = this;
let oldBody = JSON.parse(JSON.stringify(that.snake.body));
moveTail();
makeSnakeLonger();
moveHead();
function moveTail() {
for (let i = oldBody.length - 1; i > 0; i--)
that.snake.body[i] = oldBody[i - 1];
}
function moveHead() {
let newHeadPosition = findNewHeadPos();
if (
newHeadPosition[0] >= nrOfCols || newHeadPosition[0] < 0 ||
newHeadPosition[1] >= nrOfRows || newHeadPosition[1] < 0
) {
that.lose();
return;
}
let newHeadField = that.board[newHeadPosition[0]][newHeadPosition[1]];
if (newHeadField.isSnake) {
that.lose();
return;
}
addNewHeadPos(newHeadPosition);
}
function findNewHeadPos() {
if (newDirection == 0) { //up
return [oldBody[0][0], oldBody[0][1] - 1];
} else if (newDirection == 1) { //right
return [oldBody[0][0] + 1, oldBody[0][1]];
} else if (newDirection == 2) { //down
return [oldBody[0][0], oldBody[0][1] + 1];
} else if (newDirection == 3) { //left
return [oldBody[0][0] - 1, oldBody[0][1]];
}
}
function makeSnakeLonger() {
if (that.snake.length > that.snake.body.length) {
that.addToTail(oldBody[oldBody.length - 1]);
} else {
removeFromTail(oldBody[oldBody.length - 1]);
}
}
function removeFromTail(pos) {
that.board[pos[0]][pos[1]].setSnake(false);
}
function addNewHeadPos(pos) {
that.snake.body[0] = pos;
that.board[pos[0]][pos[1]].setSnake(true);
}
}
lose() {
this.lost = true;
}
}
class Field {
constructor(col, row) {
this.col = col;
this.row = row;
this.isFruit = false;
this.isSnake = false;
}
setFruit(bool) {
this.isFruit = bool;
}
setSnake(bool) {
this.isSnake = bool;
}
}
class Snake {
constructor() {
this.body = [];
this.length = 4;
}
eat() {
this.length++;
}
look(direction, board) {
let distances = {distToFruit: 0, distToWall: 0, distToBody: 0};
let xDiff = getXDiff(direction), yDiff = getYDiff(direction);
let pos = [this.body[0][0] + xDiff, this.body[0][1] + yDiff];
let dist = 1;
while (pos[0] > 0 && pos[0] < nrOfRows && pos[1] > 0 && pos[1] < nrOfCols) {
if (board[pos[0]][pos[1]].isFruit && distances.distToFruit == 0) distances.distToFruit = dist;
if (board[pos[0]][pos[1]].isSnake && distances.distToBody == 0) distances.distToBody = dist;
pos[0] += xDiff, pos[1] += yDiff;
dist++;
}
distances.distToWall = dist;
return distances;
function getXDiff(direction) {
if (direction == 5 || direction == 6 || direction == 7) return -1;
else if (direction == 1 || direction == 2 || direction == 3) return 1;
return 0;
}
function getYDiff(direction) {
if (direction == 7 || direction == 0 || direction == 1) return -1;
else if (direction == 3 || direction == 4 || direction == 5) return 1;
return 0;
}
}
}
class NeuralNetwork {
constructor(weights) {
this.layers = createLayers();
this.layers = addWeights(this.layers, weights);
function createLayers() {
let layers = [];
let nrOfNodesGlobal;
nodeNrs.forEach((nrOfNodes, lNr) => {
nrOfNodesGlobal = nrOfNodes;
layers[lNr] = [];
for (let i = 0; i < nrOfNodes; i++) {
let node = createNode(lNr);
layers[lNr][i] = node;
}
if (lNr != nodeNrs.length - 1)
layers[lNr].push(new Bias());
});
return layers;
function createNode(lNr) {
if (lNr == 0) return new InputLayerNode();
else if (lNr == nrOfNodesGlobal - 1) return new OutputLayerNode();
else return new HiddenLayerNode();
}
}
function addWeights(layers, weights) {
for (let lNr = 0; lNr < layers.length - 1; lNr++) {
let l = layers[lNr];
l.forEach((n1, nNr) => {
for (let n2Nr = 0; n2Nr < layers[lNr+1].length - 1; n2Nr++) { //not including bias of next layer
let n2 = layers[lNr+1][n2Nr];
let weight = weights[lNr][nNr][n2Nr];
let w = new Weight(n1, n2, weight);
n1.addWeight(w);
}
});
}
return layers;
}
}
getOutput(inputValues) {
let output = [];
this.layers[0].forEach((inputNeuron, nNr) => {
if (nNr != this.layers[0].length - 1)
inputNeuron.addToInput(inputValues[nNr]);
});
this.layers.forEach((l, lNr) => {
calcOutputs(l);
if (lNr != this.layers.length - 1) {
l.forEach(n => {
n.feedForward();
});
} else {
output = l.map(n => n.output);
}
});
return output;
function calcOutputs(layer) {
layer.forEach(n => n.output = n.activationFunction(n.summedInput, layer.map(N => N.summedInput)));
}
}
log() {
console.log(this.weights, this.nodes);
}
}
class Node {
constructor() {
this.weights = [];
this.summedInput = 0;
}
addWeight(w) {
this.weights.push(w);
}
addToInput(input) {
if (input == NaN)
console.log("A");
this.summedInput += input;
}
feedForward() {
this.weights.forEach((w, wNr) => {
let input = w.weight*this.output;
w.to.addToInput(input);
});
}
}
class Bias extends Node {
constructor() {
super();
this.output = 1;
}
activationFunction(x, allXs) {
return x;
}
}
class InputLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return x;
}
}
class HiddenLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return leakyReLU(x);
}
}
class OutputLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return softmax(x, allXs);
}
}
class Weight {
constructor(from, to, weight) {
this.from = from;
this.to = to;
this.weight = weight;
}
setWeight(newWeight) {
this.weight = weight;
}
}
function leakyReLU(x) {
if (x >= 0) return x;
else return 0.01*x;
}
function softmax(x, allXs) {
return Math.exp(x) / allXs.map(X => Math.exp(X)).reduce((a, b) => a+b);
}
<!DOCTYPE html>
<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/addons/p5.dom.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/addons/p5.sound.min.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
<meta charset="utf-8" />
</head>
<body>
<script src="sketch.js"></script>
</body>
</html>
It's not working that well but a few improvements should make it better...
If you have any suggestions for improvements of the code, please let me know!
I tried to fix it into steps as I said in comments,I hope I have no mistake :
let i = 0;
async function step(bestGameTurns, turn)
{
if (turn == bestGameTurns.length)
return;
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(() => step(bestGameTurns, turn+1), 500));
await p;
}
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
setInterval(async () => {
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
step(bestGameTurns, 0);
i++;
}, 1);

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