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)