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extends CharacterBody3D
class_name Player
@export var game_scene_manager: GameSceneManager
@export var goal: Area3D
@export var obstacle: Area3D
@export var ai_controller: PlayerAIController
@export var speed = 5.0
@onready var initial_transform = transform
var requested_movement: Vector2
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
# If controlled by human, takes the keyboard arrows as input
# otherwise, requested_movement will be set by the AIController based on RL agent's output actions
if ai_controller.heuristic == "human":
requested_movement = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
requested_movement = requested_movement.limit_length(1.0) * speed
velocity = Vector3(requested_movement.x, velocity.y, requested_movement.y)
# We only move when the episode is not marked as done
# to prevent repeating a possibly wrong action from the previous episode.
# This is related to the sync node Action Repeat functionality,
# we don't get a new action for every physics step. This check may
# not be required for every env, and is not used in all examples.
if not ai_controller.done:
move_and_slide()
reset_on_player_falling()
## Resets the game if the player has fallen down
func reset_on_player_falling():
if global_position.y < -1.0:
game_over(-1.0)
## Ends the game, setting an optional reward
func game_over(reward: float = 0.0):
ai_controller.reward += reward
game_scene_manager.reset()
## Resets the player and AIController
func reset():
ai_controller.end_episode()
transform = initial_transform
## When the goal is entered, we restart the game with a positive reward
func _on_goal_body_entered(body: Node3D) -> void:
game_over(1.0)
## When the obstacle is entered, we restart the game with a negative reward
func _on_obstacle_body_entered(body: Node3D) -> void:
game_over(-1.0)