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extends CharacterBody3D
class_name Player
signal reset_signal
const SPEED := 30.0
const JUMP_VELOCITY := 4.5
const TURN_SENS := 2.0
@onready var ai_controller_3d = $AIController3D
@onready var health_bar = $HealthBar
var score := 0
var health := 3:
set(value):
health = value
health_bar.update_health(health)
if health == 0:
game_over()
func _ready():
ai_controller_3d.init(self)
func game_over():
ai_controller_3d.done = true
ai_controller_3d.needs_reset = true
func _physics_process(delta):
if ai_controller_3d.needs_reset:
reset()
ai_controller_3d.reset()
return
var fb : float
var turn : float
if ai_controller_3d.heuristic == "human":
fb = Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
turn = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
else:
fb = ai_controller_3d.fb_action
turn = ai_controller_3d.turn_action
fb = clamp(fb, -1.0, 0.5) # limit reverse speed
#prints(ai_controller_3d.reward, ai_controller_3d.done, fb)
rotation.y += deg_to_rad(turn*TURN_SENS)
var direction = (transform.basis * Vector3(0.0, 0, fb)) # .normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
var collided = move_and_slide()
if collided:
obstacle_hit()
func reset():
position = Vector3.ZERO
health = 3
score = 0
reset_signal.emit()
func chest_collected():
#print("chest collected")
score += 1
ai_controller_3d.reward += 1.0
func mine_hit():
#print("mine hit")
score -= 1
health -= 1
ai_controller_3d.reward -= 1.0
func obstacle_hit():
#print("obstacle hit")
pass
#ai_controller_3d.reward -= 0.01
func _on_game_area_body_exited(body):
#print("left game area")
game_over()
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