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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Evolution Simulation</title>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<style>
body, html {
width: 100%;
height: 100%;
margin: 0;
overflow: hidden;
}
#roundDisplay {
position: absolute;
top: 10px;
left: 10px;
color: white;
font-family: Arial, sans-serif;
font-size: 20px;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<div id="roundDisplay">Round: 0</div>
<script>
const canvas = document.getElementById("renderCanvas");
const engine = new BABYLON.Engine(canvas, true);
const roundDisplay = document.getElementById("roundDisplay");
let round = 0;
// Set canvas size to match window size
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const createScene = function () {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2.5, 3, new BABYLON.Vector3(0, 0, 0), scene);
camera.attachControl(canvas, true);
const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene);
light.intensity = 0.7;
// Ground
const ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 10, height: 10}, scene);
// Boundary
const boundary = {
minX: -5,
maxX: 5,
minZ: -5,
maxZ: 5,
minY: 0,
maxY: 2 // Ceiling height
};
// Walls
const wallHeight = 2;
const wallThickness = 0.1;
const walls = [];
// Left wall
const leftWall = BABYLON.MeshBuilder.CreateBox("leftWall", {width: wallThickness, height: wallHeight, depth: boundary.maxZ - boundary.minZ}, scene);
leftWall.position.x = boundary.minX - wallThickness / 2;
leftWall.position.y = wallHeight / 2;
leftWall.position.z = (boundary.maxZ + boundary.minZ) / 2;
walls.push(leftWall);
// Right wall
const rightWall = BABYLON.MeshBuilder.CreateBox("rightWall", {width: wallThickness, height: wallHeight, depth: boundary.maxZ - boundary.minZ}, scene);
rightWall.position.x = boundary.maxX + wallThickness / 2;
rightWall.position.y = wallHeight / 2;
rightWall.position.z = (boundary.maxZ + boundary.minZ) / 2;
walls.push(rightWall);
// Front wall
const frontWall = BABYLON.MeshBuilder.CreateBox("frontWall", {width: boundary.maxX - boundary.minX, height: wallHeight, depth: wallThickness}, scene);
frontWall.position.x = (boundary.maxX + boundary.minX) / 2;
frontWall.position.y = wallHeight / 2;
frontWall.position.z = boundary.minZ - wallThickness / 2;
walls.push(frontWall);
// Back wall
const backWall = BABYLON.MeshBuilder.CreateBox("backWall", {width: boundary.maxX - boundary.minX, height: wallHeight, depth: wallThickness}, scene);
backWall.position.x = (boundary.maxX + boundary.minX) / 2;
backWall.position.y = wallHeight / 2;
backWall.position.z = boundary.maxZ + wallThickness / 2;
walls.push(backWall);
// Ceiling
const ceiling = BABYLON.MeshBuilder.CreatePlane("ceiling", {width: boundary.maxX - boundary.minX, height: boundary.maxZ - boundary.minZ}, scene);
ceiling.position.x = (boundary.maxX + boundary.minX) / 2;
ceiling.position.y = boundary.maxY;
ceiling.position.z = (boundary.maxZ + boundary.minZ) / 2;
ceiling.rotation.x = Math.PI / 2;
const ceilingMaterial = new BABYLON.StandardMaterial("ceilingMat", scene);
ceilingMaterial.alpha = 0.5; // Transparency
ceiling.material = ceilingMaterial;
// Elephants
let elephants = [];
for (let i = 0; i < 5; i++) {
const elephant = BABYLON.MeshBuilder.CreateSphere("elephant", {diameter: 0.5}, scene);
elephant.position.y = 0.5;
elephant.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
elephant.position.z = 0; // Fixed Z position
elephant.behavior = {
speed: Math.random() * 0.02,
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
size: 0.5,
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
};
elephant.material = new BABYLON.StandardMaterial("elephantMat", scene);
elephant.material.diffuseColor = elephant.behavior.color;
elephants.push(elephant);
}
// Prey
let prey = [];
for (let i = 0; i < 10; i++) {
const p = BABYLON.MeshBuilder.CreateSphere("prey", {diameter: 0.3}, scene);
p.position.y = 0.3;
p.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
p.position.z = 0; // Fixed Z position
p.material = new BABYLON.StandardMaterial("preyMat", scene);
p.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color
p.behavior = {
speed: Math.random() * 0.02,
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
size: 0.3,
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
};
p.material = new BABYLON.StandardMaterial("preyMat", scene);
p.material.diffuseColor = p.behavior.color;
prey.push(p);
}
// Grass
const grass = [];
for (let i = 0; i < 20; i++) {
const g = BABYLON.MeshBuilder.CreateBox("grass", {size: 0.2}, scene);
g.position.y = 0.1;
g.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
g.position.z = 0; // Fixed Z position
g.material = new BABYLON.StandardMaterial("grassMat", scene);
g.material.diffuseColor = new BABYLON.Color3(0, 1, 0); // Green color
grass.push(g);
}
// Elephant behavior
scene.registerBeforeRender(function () {
elephants.forEach(elephant => {
const nearestPrey = prey.reduce((nearest, p) => {
return BABYLON.Vector3.Distance(elephant.position, p.position) < BABYLON.Vector3.Distance(elephant.position, nearest.position) ? p : nearest;
}, prey[0]);
const direction = nearestPrey.position.subtract(elephant.position);
direction.normalize();
elephant.behavior.direction = direction;
elephant.position.addInPlace(elephant.behavior.direction.scale(elephant.behavior.speed));
// Boundary check
if (elephant.position.x < boundary.minX) elephant.position.x = boundary.minX;
if (elephant.position.x > boundary.maxX) elephant.position.x = boundary.maxX;
if (elephant.position.y < boundary.minY) elephant.position.y = boundary.minY;
if (elephant.position.y > boundary.maxY) elephant.position.y = boundary.maxY;
// Collision detection with walls
walls.forEach(wall => {
const boundingBox = wall.getBoundingInfo().boundingBox;
if (boundingBox.intersectsPoint(elephant.position)) {
// Adjust position to avoid clipping
if (wall === leftWall) elephant.position.x = boundary.minX + wallThickness / 2;
if (wall === rightWall) elephant.position.x = boundary.maxX - wallThickness / 2;
if (wall === frontWall) elephant.position.z = boundary.minZ + wallThickness / 2;
if (wall === backWall) elephant.position.z = boundary.maxZ - wallThickness / 2;
}
});
if (BABYLON.Vector3.Distance(elephant.position, nearestPrey.position) < 0.5) {
// Prey is eaten
nearestPrey.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
nearestPrey.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
}
});
});
// Prey behavior
scene.registerBeforeRender(function () {
prey.forEach(p => {
const nearestElephant = elephants.reduce((nearest, e) => {
return BABYLON.Vector3.Distance(p.position, e.position) < BABYLON.Vector3.Distance(p.position, nearest.position) ? e : nearest;
}, elephants[0]);
const direction = p.position.subtract(nearestElephant.position);
direction.normalize();
p.behavior.direction = direction;
p.position.addInPlace(p.behavior.direction.scale(p.behavior.speed));
// Boundary check
if (p.position.x < boundary.minX) p.position.x = boundary.minX;
if (p.position.x > boundary.maxX) p.position.x = boundary.maxX;
if (p.position.y < boundary.minY) p.position.y = boundary.minY;
if (p.position.y > boundary.maxY) p.position.y = boundary.maxY;
// Collision detection with walls
walls.forEach(wall => {
const boundingBox = wall.getBoundingInfo().boundingBox;
if (boundingBox.intersectsPoint(p.position)) {
// Adjust position to avoid clipping
if (wall === leftWall) p.position.x = boundary.minX + wallThickness / 2;
if (wall === rightWall) p.position.x = boundary.maxX - wallThickness / 2;
if (wall === frontWall) p.position.z = boundary.minZ + wallThickness / 2;
if (wall === backWall) p.position.z = boundary.maxZ - wallThickness / 2;
}
});
// Prey eats grass
const nearestGrass = grass.reduce((nearest, g) => {
return BABYLON.Vector3.Distance(p.position, g.position) < BABYLON.Vector3.Distance(p.position, nearest.position) ? g : nearest;
}, grass[0]);
if (BABYLON.Vector3.Distance(p.position, nearestGrass.position) < 0.3) {
// Grass is eaten
nearestGrass.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
nearestGrass.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
}
});
});
// Grass regeneration
let grassTimer = 0;
scene.registerBeforeRender(function () {
grassTimer += scene.getEngine().getDeltaTime();
if (grassTimer > 1000) {
grassTimer = 0;
grass.forEach(g => {
g.scaling.addInPlace(new BABYLON.Vector3(0.1, 0.1, 0.1));
});
}
});
// Evolution mechanics
let elephantFitness = Array(elephants.length).fill(0);
let preyFitness = Array(prey.length).fill(0);
scene.registerBeforeRender(function () {
elephants.forEach((elephant, i) => {
const nearestPrey = prey.reduce((nearest, p) => {
return BABYLON.Vector3.Distance(elephant.position, p.position) < BABYLON.Vector3.Distance(elephant.position, nearest.position) ? p : nearest;
}, prey[0]);
if (BABYLON.Vector3.Distance(elephant.position, nearestPrey.position) < 0.5) {
elephantFitness[i] += 1;
preyFitness[prey.indexOf(nearestPrey)] -= 1;
} else {
preyFitness[prey.indexOf(nearestPrey)] += 0.1;
}
// Mutation
if (elephantFitness[i] > 10) {
elephantFitness[i] = 0;
elephant.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
elephant.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
elephant.behavior.speed = Math.random() * 0.02;
elephant.behavior.size = Math.random() * 0.5 + 0.1;
elephant.behavior.color = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
elephant.material.diffuseColor = elephant.behavior.color;
elephant.scaling.setAll(elephant.behavior.size);
}
});
prey.forEach((p, i) => {
if (preyFitness[i] < -10) {
preyFitness[i] = 0;
p.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
p.position.y = Math.random() * (boundary.maxY - boundary.minY) + boundary.minY;
p.behavior.speed = Math.random() * 0.02;
p.behavior.size = Math.random() * 0.3 + 0.1;
p.behavior.color = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
p.material.diffuseColor = p.behavior.color;
p.scaling.setAll(p.behavior.size);
}
});
// Adjust number of elephants and prey based on performance
if (round % 10 === 0) {
const totalElephantFitness = elephantFitness.reduce((a, b) => a + b, 0);
const totalPreyFitness = preyFitness.reduce((a, b) => a + b, 0);
if (totalElephantFitness > 50) {
// Elephants are doing well, create more
for (let i = 0; i < 2; i++) {
const newElephant = BABYLON.MeshBuilder.CreateSphere("elephant", {diameter: 0.5}, scene);
newElephant.position.y = 0.5;
newElephant.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
newElephant.position.z = 0; // Fixed Z position
newElephant.behavior = {
speed: Math.random() * 0.02,
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
size: 0.5,
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
};
newElephant.material = new BABYLON.StandardMaterial("elephantMat", scene);
newElephant.material.diffuseColor = newElephant.behavior.color;
elephants.push(newElephant);
elephantFitness.push(0);
}
} else if (totalPreyFitness < -50) {
// Prey are doing poorly, create more
for (let i = 0; i < 2; i++) {
const newPrey = BABYLON.MeshBuilder.CreateSphere("prey", {diameter: 0.3}, scene);
newPrey.position.y = 0.3;
newPrey.position.x = Math.random() * (boundary.maxX - boundary.minX) + boundary.minX;
newPrey.position.z = 0; // Fixed Z position
newPrey.material = new BABYLON.StandardMaterial("preyMat", scene);
newPrey.material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color
newPrey.behavior = {
speed: Math.random() * 0.02,
direction: new BABYLON.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0).normalize(),
size: 0.3,
color: new BABYLON.Color3(Math.random(), Math.random(), Math.random())
};
newPrey.material = new BABYLON.StandardMaterial("preyMat", scene);
newPrey.material.diffuseColor = newPrey.behavior.color;
prey.push(newPrey);
preyFitness.push(0);
}
}
}
round++;
roundDisplay.textContent = `Round: ${round}`;
});
return scene;
};
const scene = createScene();
engine.runRenderLoop(function () {
scene.render();
});
window.addEventListener("resize", function () {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
engine.resize();
});
</script>
</body>
</html>