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()