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| extends CharacterBody2D | |
| const pad = 100 | |
| const WIDTH = 1280 | |
| const HEIGHT = 720 | |
| const MAX_FRUIT = 10 | |
| var _bounds := Rect2(pad, pad, WIDTH - 2 * pad, HEIGHT - 2 * pad) | |
| var speed := 500 | |
| var friction = 0.18 | |
| var _velocity := Vector2.ZERO | |
| var _action = Vector2.ZERO | |
| var fruit = $"../Fruit" | |
| var raycast_sensor = $"RaycastSensor2D" | |
| var walls := $"../Walls" | |
| var colision_shape := $"CollisionShape2D" | |
| var ai_controller := $AIController2D | |
| var fruit_just_entered = false | |
| var just_hit_wall = false | |
| var best_fruit_distance = 10000.0 | |
| var fruit_count = 0 | |
| func _ready(): | |
| ai_controller.init(self) | |
| raycast_sensor.activate() | |
| func _physics_process(_delta): | |
| var direction = get_direction() | |
| if direction.length() > 1.0: | |
| direction = direction.normalized() | |
| # Using the follow steering behavior. | |
| var target_velocity = direction * speed | |
| _velocity += (target_velocity - _velocity) * friction | |
| set_velocity(_velocity) | |
| move_and_slide() | |
| _velocity = velocity | |
| update_reward() | |
| if Input.is_action_just_pressed("r_key"): | |
| game_over() | |
| func game_over(): | |
| fruit_just_entered = false | |
| just_hit_wall = false | |
| fruit_count = 0 | |
| _velocity = Vector2.ZERO | |
| _action = Vector2.ZERO | |
| position = _calculate_new_position() | |
| spawn_fruit() | |
| best_fruit_distance = position.distance_to(fruit.position) | |
| ai_controller.reset() | |
| func _calculate_new_position(current_position: Vector2 = Vector2.ZERO) -> Vector2: | |
| var new_position := Vector2.ZERO | |
| new_position.x = randf_range(_bounds.position.x, _bounds.end.x) | |
| new_position.y = randf_range(_bounds.position.y, _bounds.end.y) | |
| if (current_position - new_position).length() < 4.0 * colision_shape.shape.get_radius(): | |
| return _calculate_new_position(current_position) | |
| var radius = colision_shape.shape.get_radius() | |
| var rect = Rect2(new_position - Vector2(radius, radius), Vector2(radius * 2, radius * 2)) | |
| for wall in walls.get_children(): | |
| #wall = wall as Area2D | |
| var cr = wall.get_node("ColorRect") | |
| var rect2 = Rect2(cr.get_position() + wall.position, cr.get_size()) | |
| if rect.intersects(rect2): | |
| return _calculate_new_position() | |
| return new_position | |
| func get_direction(): | |
| if ai_controller.done: | |
| _velocity = Vector2.ZERO | |
| return Vector2.ZERO | |
| if ai_controller.heuristic == "model": | |
| return _action | |
| var direction := Vector2( | |
| Input.get_action_strength("move_right") - Input.get_action_strength("move_left"), | |
| Input.get_action_strength("move_down") - Input.get_action_strength("move_up") | |
| ) | |
| return direction | |
| func get_fruit_position(): | |
| return $"../Fruit".global_position | |
| func update_reward(): | |
| ai_controller.reward -= 0.01 # step penalty | |
| ai_controller.reward += shaping_reward() | |
| func shaping_reward(): | |
| var s_reward = 0.0 | |
| var fruit_distance = position.distance_to(fruit.position) | |
| if fruit_distance < best_fruit_distance: | |
| s_reward += best_fruit_distance - fruit_distance | |
| best_fruit_distance = fruit_distance | |
| s_reward /= 100.0 | |
| return s_reward | |
| func spawn_fruit(): | |
| fruit.position = _calculate_new_position(position) | |
| best_fruit_distance = position.distance_to(fruit.position) | |
| func fruit_collected(): | |
| fruit_just_entered = true | |
| ai_controller.reward += 10.0 | |
| fruit_count += 1 | |
| spawn_fruit() | |
| func wall_hit(): | |
| ai_controller.done = true | |
| ai_controller.reward -= 10.0 | |
| just_hit_wall = true | |
| game_over() | |
| func _on_Fruit_body_entered(_body): | |
| fruit_collected() | |
| func _on_LeftWall_body_entered(_body): | |
| wall_hit() | |
| func _on_RightWall_body_entered(_body): | |
| wall_hit() | |
| func _on_TopWall_body_entered(_body): | |
| wall_hit() | |
| func _on_BottomWall_body_entered(_body): | |
| wall_hit() | |