Datasets:
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imagefolder
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< 1K
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() | |