Releases: TimArnettThales/FuzzyAsteroids
Releases · TimArnettThales/FuzzyAsteroids
v1.2.2
v1.2.1
- Default accuracy value changed to 0% not 100%
- Improved print statements for end of scenario to say what scenario was evaluated
- Resolved crash which would occur when turn_rate/thrust given to SpaceShip are NaN
v1.2.0
- Added
turn rate
+thrust
control meters to the graphics and moved lives to center/bottom - Added more evaluation metrics to the default score class (evaluation times and exception tracking)
- Changed the intrinsic type of the
fuzzy_asteroids.game.StoppingCondition
enum to string for better readability
v1.1.9
Updated the arcade
dependency to version 2.5.6, resolves some speed/memory issues.
v1.1.8
- Fixed the logic that v1.1.7 introduced which was incorrect, which would cause the FuzzyAsteroids class
would not call the given controller
v1.1.7
- Resolved error where controller may be called when the game is over, causing crash because the ship controller
is expecting objects to be there that aren't (ex. no asteroids)
v1.1.6
- Ship/Asteroid sprites
angle
property will now be capped to (-180.0, 180.0) to simplify calculations
on the controller side - Resolved issue with sign convention of starting angle of Asteroids, now should correctly match
the global angle conventions - Resolved error in Scenario where
count_asteroids()
only counted correctly for
asteroids of size=4. This affected themax_asteroids()
calc used in the Score class - Map class properly uses the global settings as the default
v1.1.5
- Scenario can be labeled now, example:
Scenario(name="random_asteroids")
- Resolved issue where the environment would skipp counting the last death as a death
v1.1.4
- Fixed trig calc in Asteroid starting velocity to match map coordinate system.
v1.1.3
- Enabled specification of starting position/angle/lives of the ShipSprite
- Enabled the tracking of lives within the ShipSprite, rather than in the Game environment
- Crash printouts now state crash time and position