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) @export var speed := 500 @export var friction = 0.18 var _velocity := Vector2.ZERO var _action = Vector2.ZERO @onready var fruit = $"../Fruit" @onready var raycast_sensor = $"RaycastSensor2D" @onready var walls := $"../Walls" @onready var colision_shape := $"CollisionShape2D" @onready 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()