| extends CharacterBody3D |
|
|
| const MOVE_SPEED = 12 |
| const JUMP_FORCE = 30 |
| const GRAVITY = 0.98 |
| const MAX_FALL_SPEED = 30 |
| const TURN_SENS = 2.0 |
|
|
| @onready var cam = $Camera3D |
| var move_vec = Vector3() |
| var y_velo = 0 |
| var needs_reset = false |
| # RL related variables |
| @onready |
| @onready |
| @onready |
| @onready |
| @onready |
| @onready |
|
|
| var |
| var |
| var |
| var |
| var |
| var |
| var |
| var |
| var |
|
|
|
|
| func |
| ai_controller.init(self) |
| raycast_sensor.activate() |
| game_over() |
|
|
|
|
| func |
| move_vec |
| move_vec |
| move_vec |
| move_vec.y |
| set_velocity(move_vec) |
| set_up_direction(Vector3(0, 1, 0)) |
| move_and_slide() |
|
|
| # turning |
|
|
| var |
| rotation.y |
|
|
| grounded |
|
|
| y_velo |
| if |
| robot.set_animation("jump") |
| y_velo |
| grounded |
| if |
| y_velo |
| if |
| y_velo |
|
|
| if |
| robot.set_animation("falling") |
|
|
| var |
| if |
| robot.set_animation("idle") |
| elif |
| robot.set_animation("walk") |
| elif |
| robot.set_animation("run") |
|
|
| update_reward() |
|
|
| if |
| game_over() |
|
|
|
|
| func |
| if |
| return |
|
|
| if |
| return |
|
|
| return |
| 0, |
| 0, |
| clamp( |
| ( |
| Input.get_action_strength("move_backwards") |
| - Input.get_action_strength("move_forwards") |
| ), |
| -1.0, |
| 0.5 |
| ) |
| ) |
|
|
|
|
| func |
| if |
| return |
| var |
| Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") |
| ) |
|
|
| return |
|
|
|
|
| func |
| if |
| jump_action |
| return |
|
|
| if |
| return |
|
|
| return |
|
|
|
|
| func |
| next |
| first_jump_pad.position |
| second_jump_pad.position |
| just_reached_end |
| just_fell_off |
| jump_action |
|
|
| set_position(Vector3(0, 5, 0)) |
| rotation.y |
| y_velo |
| reset_best_goal_distance() |
| ai_controller.reset() |
|
|
|
|
| func |
| ai_controller.reward |
| ai_controller.reward |
|
|
|
|
| func |
| var |
| var |
| if |
| goal_distance |
| if |
| goal_distance |
| #print(goal_distance) |
| if |
| s_reward |
| best_goal_distance |
|
|
| s_reward /= 1.0 |
| return s_reward |
|
|
|
|
| func reset_best_goal_distance(): |
| if next == 0: |
| best_goal_distance = position.distance_to(first_jump_pad.position) |
| if next == 1: |
| best_goal_distance = position.distance_to(second_jump_pad.position) |
|
|
|
|
| func calculate_translation(other_pad_translation: Vector3) -> Vector3: |
| var new_translation := Vector3.ZERO |
| var distance = randf_range(12, 16) |
| var angle = randf_range(-180, 180) |
| new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle)) * distance |
| new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle)) * distance |
|
|
| return new_translation |
|
|
|
|
| func _on_First_Pad_Trigger_body_entered(_body): |
| if next != 0: |
| return |
| ai_controller.reward += 100.0 |
| next = 1 |
| reset_best_goal_distance() |
| second_jump_pad.position = calculate_translation(first_jump_pad.position) |
|
|
|
|
| func _on_Second_Trigger_body_entered(_body): |
| if next != 1: |
| return |
| ai_controller.reward += 100.0 |
| next = 0 |
| reset_best_goal_distance() |
| first_jump_pad.position = calculate_translation(second_jump_pad.position) |
|
|
|
|
| func _on_ResetTriggerBox_body_entered(_body): |
| ai_controller.done = true |
| game_over() |
|
|