| | extends CharacterBody3D |
| | class_name Player |
| |
|
| | signal reset(player:Player, end: bool) |
| |
|
| | @export var speed = 5.0 |
| | @export var acceleration = 4.0 |
| | @export var jump_speed = 5.0 |
| | @export var mouse_sensitivity = 0.0015 |
| | @export var ai_mouse_sensitivity = 0.03 |
| | @export var rotation_speed = 12.0 |
| |
|
| |
|
| | var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") |
| | var jumping = false |
| | var last_floor = true |
| | var best_goal_distance := 10000.0 |
| | var goal |
| |
|
| | var turn_action = Vector2.ZERO |
| | var jump_action = false |
| | var move_action = Vector2.ZERO |
| | var current_level = 0 |
| |
|
| | @onready var spring_arm = $SpringArm3D |
| | @onready var model = $MeshInstance3D |
| | @onready var ai_controller = $AIController3D |
| |
|
| | func _ready(): |
| | #Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) |
| | ai_controller._player = self |
| | await get_tree().root.ready |
| | emit_signal("reset", self, false) |
| | |
| | func _physics_process(delta): |
| | if Input.is_action_just_pressed("escape"): |
| | get_tree().quit() |
| |
|
| | if Input.is_action_just_pressed("mouse_toggle"): |
| | if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: |
| | Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) |
| | else: |
| | Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) |
| |
|
| | if position.y < -10.0: |
| | ai_controller.reward -= 5.0 |
| | game_over() |
| |
|
| | if ai_controller.needs_reset: |
| | game_over() |
| |
|
| | velocity.y += -gravity * delta * 2.0 |
| | get_move_input(delta) |
| |
|
| | move_and_slide() |
| | rotation.y = get_input_rotation() |
| | |
| | var horizontal_velocity = Vector2(velocity.x, velocity.z) |
| | # We just hit the floor after being in the air |
| | if is_on_floor() and not last_floor: |
| | jumping = false |
| | last_floor = is_on_floor() |
| |
|
| |
|
| | if is_on_floor() and get_jump_action(): |
| | velocity.y = jump_speed |
| | jumping = true |
| | |
| | if jumping: |
| | $AnimatedChar.play_anim("Idle") |
| | else: |
| | if horizontal_velocity.length() > 0.1: |
| | $AnimatedChar.play_anim("Run") |
| |
|
| | $AnimatedChar.rotation.y = atan2(horizontal_velocity.x, horizontal_velocity.y) - rotation.y |
| |
|
| | else: |
| | $AnimatedChar.play_anim("Idle") |
| |
|
| | |
| |
|
| | update_reward() |
| |
|
| | func get_input_rotation(): |
| | if ai_controller.heuristic == "model": |
| | rotation.x -= turn_action.y * ai_mouse_sensitivity |
| | rotation_degrees.x = clamp(rotation_degrees.x, -10.0, 10.0) |
| | rotation.y -= turn_action.x * ai_mouse_sensitivity |
| | return rotation.y |
| |
|
| | func get_jump_action() -> bool: |
| | if ai_controller.heuristic == "model": |
| | return jump_action |
| |
|
| | if !$SpringArm3D/Camera3D.is_current(): |
| | return false |
| |
|
| | return Input.is_action_just_pressed("jump") |
| |
|
| | func get_move_input(delta): |
| | var vy = velocity.y |
| | velocity.y = 0 |
| |
|
| | var input = Vector2.ZERO |
| |
|
| | if ai_controller.heuristic == "model": |
| | input = move_action |
| | elif $SpringArm3D/Camera3D.is_current(): |
| | input = Input.get_vector("right", "left", "back", "forward") |
| | |
| | var dir = Vector3(input.x, 0, input.y).rotated(Vector3.UP, rotation.y) |
| | velocity = lerp(velocity, dir * speed, acceleration * delta) |
| | velocity.y = vy |
| |
|
| | func _unhandled_input(event): |
| | if ai_controller.heuristic == "model": |
| | return |
| |
|
| | if !$SpringArm3D/Camera3D.is_current(): |
| | return |
| |
|
| |
|
| | if event is InputEventMouseMotion: |
| | rotation.x -= event.relative.y * mouse_sensitivity |
| | rotation_degrees.x = clamp(rotation_degrees.x, -10.0, 10.0) |
| | rotation.y -= event.relative.x * mouse_sensitivity |
| |
|
| | func game_over(end:=false): |
| | ai_controller.done = true |
| | ai_controller.reset() |
| | emit_signal("reset", self, end) |
| | best_goal_distance = global_transform.origin.distance_to(goal.global_transform.origin) |
| | look_at(goal.global_transform.origin, Vector3.UP) |
| | rotate_y(deg_to_rad(180)) |
| |
|
| | func update_reward(): |
| | ai_controller.reward -= 0.01 # step penalty |
| | ai_controller.reward += shaping_reward() |
| |
|
| |
|
| | func shaping_reward(): |
| | var s_reward = 0.0 |
| | var goal_distance = 0 |
| | goal_distance = global_transform.origin.distance_to(goal.global_transform.origin) |
| |
|
| | if goal_distance < best_goal_distance: |
| | s_reward += best_goal_distance - goal_distance |
| | best_goal_distance = goal_distance |
| |
|
| | return s_reward |
| |
|
| |
|
| | func hit_by_bomb(): |
| | ai_controller.reward -= 5.0 |
| | game_over() |
| |
|
| | func _on_hurt_box_area_entered(area:Area3D): |
| | if area is HitBox: |
| | # negative reward |
| | ai_controller.reward -= 5.0 |
| | game_over() |
| |
|
| | func level_complete(): |
| | ai_controller.reward += 10.0 |
| | # positive reward |
| | game_over(true) |
| |
|
| |
|
| | func activate_cam(): |
| | $SpringArm3D/Camera3D.set_current(true) |
| |
|
| | func deactivate_cam(): |
| | $SpringArm3D/Camera3D.set_current(false) |
| |
|