TensorflowJS / app.js
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Create app.js
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const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const agent = {
x: canvas.width / 2,
y: canvas.height - 30,
dx: 2,
dy: -2,
radius: 10,
score: 0
};
const obstacle = {
x: Math.random() * canvas.width,
y: 0,
width: 100,
height: 20,
dy: 2
};
function drawAgent() {
ctx.beginPath();
ctx.arc(agent.x, agent.y, agent.radius, 0, Math.PI * 2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawObstacle() {
ctx.beginPath();
ctx.rect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
ctx.fillStyle = "#FF0000";
ctx.fill();
ctx.closePath();
}
function moveObstacle() {
obstacle.y += obstacle.dy;
if (obstacle.y > canvas.height) {
obstacle.y = 0;
obstacle.x = Math.random() * canvas.width;
agent.score += 1;
}
}
function detectCollision() {
if (
agent.x > obstacle.x && agent.x < obstacle.x + obstacle.width &&
agent.y > obstacle.y && agent.y < obstacle.y + obstacle.height
) {
return true;
}
return false;
}
function updateAgent(action) {
if (action === 'left' && agent.x > agent.radius) {
agent.x -= agent.dx;
}
if (action === 'right' && agent.x < canvas.width - agent.radius) {
agent.x += agent.dx;
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawAgent();
drawObstacle();
moveObstacle();
if (detectCollision()) {
alert("GAME OVER\nScore: " + agent.score);
document.location.reload();
} else {
requestAnimationFrame(draw);
}
}
async function getAction() {
const model = await tf.loadLayersModel('model.json');
const input = tf.tensor2d([agent.x, agent.y, obstacle.x, obstacle.y, obstacle.dy], [1, 5]);
const prediction = model.predict(input);
const action = (prediction.dataSync()[0] > 0.5) ? 'right' : 'left';
updateAgent(action);
setTimeout(getAction, 100); // Adjust delay for smoother or faster action
}
draw();
getAction();