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+ # Normalize EOL for all files that Git considers text files.
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+ * text=auto eol=lf
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+ Ships.onnx filter=lfs diff=lfs merge=lfs -text
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+ assets/bar_green.png filter=lfs diff=lfs merge=lfs -text
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+ assets/bar_red.png filter=lfs diff=lfs merge=lfs -text
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+ assets/bar_yellow.png filter=lfs diff=lfs merge=lfs -text
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+ assets/boat_large.bin filter=lfs diff=lfs merge=lfs -text
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+ assets/chest.bin filter=lfs diff=lfs merge=lfs -text
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+ assets/ship_light.bin filter=lfs diff=lfs merge=lfs -text
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+ assets/sunflowers_puresky_2k.hdr filter=lfs diff=lfs merge=lfs -text
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
.gitignore ADDED
@@ -0,0 +1,2 @@
 
 
 
1
+ # Godot 4+ specific ignores
2
+ .godot/
AIController3D.gd ADDED
@@ -0,0 +1,61 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends AIController3D
2
+
3
+
4
+ @onready var grid_sensor_3d = $GridSensor3D
5
+
6
+ var fb_action : float = 0.0
7
+ var turn_action : float = 0.0
8
+ var _player_positions : = Deque.new()
9
+
10
+
11
+ func _ready():
12
+ super._ready()
13
+ _player_positions.max_size = 80 # 10 steps with repeat of 8
14
+
15
+ func get_obs() -> Dictionary:
16
+ var obs = grid_sensor_3d.get_observation()
17
+ return {"obs": obs}
18
+
19
+ func get_reward() -> float:
20
+ return reward + keep_moving_reward()
21
+
22
+ func keep_moving_reward() -> float:
23
+ var mean_position = Vector3.ZERO
24
+ for pos in _player_positions:
25
+ mean_position += pos
26
+ mean_position /= _player_positions.size()
27
+
28
+ var penalty = 0.0
29
+
30
+ for pos in _player_positions:
31
+ penalty += (pos-mean_position).length()
32
+
33
+ #prints("penalty", 0.01*(penalty / _player_positions.size()))
34
+
35
+ return 0.005*(penalty / _player_positions.size())
36
+
37
+ func _physics_process(delta):
38
+ _player_positions.push_back(_player.position)
39
+
40
+ func reset():
41
+ super.reset()
42
+ _player_positions.clear()
43
+ _player_positions.push_back(_player.position)
44
+
45
+
46
+
47
+ func get_action_space() -> Dictionary:
48
+ return {
49
+ "fb" : {
50
+ "size": 1,
51
+ "action_type": "continuous"
52
+ },
53
+ "turn" : {
54
+ "size": 1,
55
+ "action_type": "continuous"
56
+ },
57
+ }
58
+
59
+ func set_action(action) -> void:
60
+ fb_action = clamp(action["fb"][0], -1.0, 1.0)
61
+ turn_action = clamp(action["turn"][0], -1.0, 1.0)
PathFollower.gd ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ extends PathFollow3D
2
+
3
+
4
+
5
+ @export var speed:=0.3
6
+
7
+ func _physics_process(delta):
8
+ progress_ratio += delta * speed
Player.gd ADDED
@@ -0,0 +1,84 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends CharacterBody3D
2
+ class_name Player
3
+
4
+ signal reset_signal
5
+
6
+ const SPEED := 30.0
7
+ const JUMP_VELOCITY := 4.5
8
+ const TURN_SENS := 2.0
9
+
10
+ @onready var ai_controller_3d = $AIController3D
11
+ @onready var health_bar = $HealthBar
12
+
13
+ var score := 0
14
+ var health := 3:
15
+ set(value):
16
+ health = value
17
+ health_bar.update_health(health)
18
+ if health == 0:
19
+ game_over()
20
+
21
+
22
+ func _ready():
23
+ ai_controller_3d.init(self)
24
+
25
+ func game_over():
26
+ ai_controller_3d.done = true
27
+ ai_controller_3d.needs_reset = true
28
+
29
+ func _physics_process(delta):
30
+ if ai_controller_3d.needs_reset:
31
+ reset()
32
+ ai_controller_3d.reset()
33
+ return
34
+
35
+ var fb : float
36
+ var turn : float
37
+
38
+ if ai_controller_3d.heuristic == "human":
39
+ fb = Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
40
+ turn = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
41
+ else:
42
+ fb = ai_controller_3d.fb_action
43
+ turn = ai_controller_3d.turn_action
44
+
45
+ fb = clamp(fb, -1.0, 0.5) # limit reverse speed
46
+ #prints(ai_controller_3d.reward, ai_controller_3d.done, fb)
47
+ rotation.y += deg_to_rad(turn*TURN_SENS)
48
+ var direction = (transform.basis * Vector3(0.0, 0, fb)) # .normalized()
49
+ if direction:
50
+ velocity.x = direction.x * SPEED
51
+ velocity.z = direction.z * SPEED
52
+ else:
53
+ velocity.x = move_toward(velocity.x, 0, SPEED)
54
+ velocity.z = move_toward(velocity.z, 0, SPEED)
55
+
56
+ var collided = move_and_slide()
57
+ if collided:
58
+ obstacle_hit()
59
+
60
+ func reset():
61
+ position = Vector3.ZERO
62
+ health = 3
63
+ score = 0
64
+ reset_signal.emit()
65
+
66
+ func chest_collected():
67
+ #print("chest collected")
68
+ score += 1
69
+ ai_controller_3d.reward += 1.0
70
+
71
+ func mine_hit():
72
+ #print("mine hit")
73
+ score -= 1
74
+ health -= 1
75
+ ai_controller_3d.reward -= 1.0
76
+
77
+ func obstacle_hit():
78
+ #print("obstacle hit")
79
+ pass
80
+ #ai_controller_3d.reward -= 0.01
81
+
82
+ func _on_game_area_body_exited(body):
83
+ #print("left game area")
84
+ game_over()
README.md ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ library_name: godot-rl
3
+ tags:
4
+ - deep-reinforcement-learning
5
+ - reinforcement-learning
6
+ - godot-rl
7
+ - environments
8
+ - video-games
9
+ ---
10
+
11
+ A RL environment called Ships for the Godot Game Engine.
12
+
13
+ This environment was created with: https://github.com/edbeeching/godot_rl_agents
14
+
15
+
16
+ ## Downloading the environment
17
+
18
+ After installing Godot RL Agents, download the environment with:
19
+
20
+ ```
21
+ gdrl.env_from_hub -r edbeeching/godot_rl_Ships
22
+ ```
23
+
24
+
25
+
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+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:99bdc5e53587e307d0e54c001a04becf09320283825fb6b140bec84a7107f2e5
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+ size 191953
UIBasicsEnvironment.tres ADDED
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+ [gd_resource type="Environment" load_steps=8 format=3 uid="uid://bsg17rom7hmrb"]
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+
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+ [sub_resource type="Shader" id="Shader_18b1f"]
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+ code = "// NOTE: Shader automatically converted from Godot Engine 4.0.alpha3's PanoramaSkyMaterial.
5
+ shader_type sky;
6
+
7
+ uniform sampler2D sky_texture : filter_linear;
8
+ uniform sampler2D flow_texture : hint_normal;
9
+ uniform sampler2D noise_texture;
10
+
11
+ void sky() {
12
+ float noise = texture(noise_texture, SKY_COORDS).r;
13
+ float time = TIME * .1 + noise;
14
+
15
+ vec2 flow_vectors = (texture(flow_texture, SKY_COORDS).rg - .5) * 2.0;
16
+ float timer1 = fract(time);
17
+ float timer2 = fract(time + 0.5);
18
+ float mix_timer = min(fract(time), 1.0 - fract(time)) * 2.0;
19
+
20
+ vec4 color1 = texture(sky_texture, SKY_COORDS + flow_vectors * timer1 * .03);
21
+ vec4 color2 = texture(sky_texture, SKY_COORDS + flow_vectors * timer2 * .03);
22
+
23
+ vec4 final_color = mix(color2, color1, mix_timer);
24
+
25
+ COLOR = final_color.rgb;
26
+ }"
27
+
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+ [sub_resource type="CompressedTexture2D" id="CompressedTexture2D_edjfr"]
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+
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+ [sub_resource type="FastNoiseLite" id="FastNoiseLite_naxpu"]
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+
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+ [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_a2b1s"]
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+ noise = SubResource("FastNoiseLite_naxpu")
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+
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+ [sub_resource type="CompressedTexture2D" id="CompressedTexture2D_nda5t"]
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+
37
+ [sub_resource type="ShaderMaterial" id="ShaderMaterial_gaoht"]
38
+ shader = SubResource("Shader_18b1f")
39
+ shader_parameter/sky_texture = SubResource("CompressedTexture2D_nda5t")
40
+ shader_parameter/flow_texture = SubResource("CompressedTexture2D_edjfr")
41
+ shader_parameter/noise_texture = SubResource("NoiseTexture2D_a2b1s")
42
+
43
+ [sub_resource type="Sky" id="Sky_xke1b"]
44
+ sky_material = SubResource("ShaderMaterial_gaoht")
45
+
46
+ [resource]
47
+ background_mode = 2
48
+ sky = SubResource("Sky_xke1b")
49
+ ambient_light_source = 3
50
+ reflected_light_source = 2
51
+ tonemap_mode = 2
52
+ tonemap_white = 1.2
53
+ ssao_enabled = true
54
+ ssao_light_affect = 0.3
55
+ ssil_enabled = true
56
+ glow_enabled = true
57
+ glow_normalized = true
58
+ glow_strength = 0.5
59
+ glow_bloom = 0.04
60
+ glow_blend_mode = 0
61
+ volumetric_fog_density = 0.04
62
+ volumetric_fog_albedo = Color(0.662745, 0.866667, 1, 1)
63
+ volumetric_fog_emission = Color(0, 0.537255, 0.890196, 1)
64
+ volumetric_fog_sky_affect = 0.8
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+
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+ [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_sxt31"]
123
+ default_input_values = [0, 0.0, 1, 4.0]
124
+ operator = 2
125
+
126
+ [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_xo62c"]
127
+ function = 0
128
+
129
+ [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_drpvc"]
130
+ function = 12
131
+
132
+ [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_papeo"]
133
+ operator = 2
134
+
135
+ [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_l6qxq"]
136
+ input_name = "normal"
137
+
138
+ [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_bjwgk"]
139
+ input_name = "vertex"
140
+
141
+ [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_u6vmt"]
142
+ operator = 1
143
+
144
+ [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_qt6m8"]
145
+ operator = 2
146
+
147
+ [sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_qovlt"]
148
+
149
+ [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_t2kaa"]
150
+ parameter_name = "wave_scale"
151
+ default_value_enabled = true
152
+ default_value = 0.2
153
+
154
+ [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_relvm"]
155
+ operator = 2
156
+
157
+ [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_ub24v"]
158
+ function = 12
159
+
160
+ [sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_4o8y1"]
161
+ size = Vector2(2029.8, 1308.18)
162
+ title = "Scrolling Noise"
163
+
164
+ [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_gu7qa"]
165
+ input_name = "time"
166
+
167
+ [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_k2mpj"]
168
+ input_name = "uv"
169
+
170
+ [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_6vl07"]
171
+ default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
172
+ op_type = 0
173
+
174
+ [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a03y7"]
175
+ parameter_name = "water_speed2"
176
+ default_value_enabled = true
177
+ default_value = 0.003
178
+
179
+ [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_w7nrt"]
180
+ default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
181
+ op_type = 0
182
+ operator = 2
183
+
184
+ [sub_resource type="FastNoiseLite" id="FastNoiseLite_11yi2"]
185
+ fractal_type = 3
186
+ domain_warp_enabled = true
187
+
188
+ [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_8rwkj"]
189
+ seamless = true
190
+ noise = SubResource("FastNoiseLite_11yi2")
191
+
192
+ [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_5gkum"]
193
+ source = 5
194
+ texture = SubResource("NoiseTexture2D_8rwkj")
195
+
196
+ [sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_mjb0g"]
197
+ parameter_name = "main_noise2"
198
+
199
+ [resource]
200
+ code = "shader_type spatial;
201
+ render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_toon, specular_schlick_ggx;
202
+
203
+ uniform float wave_scale = 0.20000000298023;
204
+ uniform float water_speed2 = 0.00300000002608;
205
+ uniform sampler2D main_noise2;
206
+ uniform vec4 water_color : source_color = vec4(0.000000, 0.341783, 0.638043, 1.000000);
207
+ uniform vec4 foam_color : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000);
208
+ uniform float foam_threshold = 0.5;
209
+ uniform float detail_water_speed = 0.00200000009499;
210
+ uniform sampler2D tex_frg_36;
211
+ uniform sampler2D depth_tex_frg_91 : hint_depth_texture;
212
+ uniform sampler2D tex_frg_63;
213
+ uniform sampler2D tex_frg_64;
214
+
215
+
216
+
217
+ void vertex() {
218
+ // FloatParameter:15
219
+ float n_out15p0 = wave_scale;
220
+
221
+
222
+ // FloatParameter:6
223
+ float n_out6p0 = water_speed2;
224
+
225
+
226
+ // Input:3
227
+ float n_out3p0 = TIME;
228
+
229
+
230
+ // VectorOp:7
231
+ vec2 n_out7p0 = vec2(n_out6p0) * vec2(n_out3p0);
232
+
233
+
234
+ // Input:4
235
+ vec2 n_out4p0 = UV;
236
+
237
+
238
+ // VectorOp:5
239
+ vec2 n_out5p0 = n_out7p0 + n_out4p0;
240
+
241
+
242
+ vec4 n_out8p0;
243
+ // Texture2D:8
244
+ n_out8p0 = texture(main_noise2, n_out5p0);
245
+
246
+
247
+ // VectorDecompose:14
248
+ float n_out14p0 = vec3(n_out8p0.xyz).x;
249
+ float n_out14p1 = vec3(n_out8p0.xyz).y;
250
+ float n_out14p2 = vec3(n_out8p0.xyz).z;
251
+
252
+
253
+ // FloatFunc:17
254
+ float n_out17p0 = abs(n_out14p0);
255
+
256
+
257
+ // FloatOp:16
258
+ float n_out16p0 = n_out15p0 * n_out17p0;
259
+
260
+
261
+ // Input:10
262
+ vec3 n_out10p0 = NORMAL;
263
+
264
+
265
+ // VectorOp:13
266
+ vec3 n_out13p0 = vec3(n_out16p0) * n_out10p0;
267
+
268
+
269
+ // Input:11
270
+ vec3 n_out11p0 = VERTEX;
271
+
272
+
273
+ // VectorOp:12
274
+ vec3 n_out12p0 = n_out13p0 - n_out11p0;
275
+
276
+
277
+ // Output:0
278
+ VERTEX = n_out12p0;
279
+
280
+
281
+ }
282
+
283
+ void fragment() {
284
+ // ColorParameter:59
285
+ vec4 n_out59p0 = water_color;
286
+
287
+
288
+ // ColorParameter:60
289
+ vec4 n_out60p0 = foam_color;
290
+
291
+
292
+ // FloatParameter:39
293
+ float n_out39p0 = foam_threshold;
294
+
295
+
296
+ // FloatParameter:34
297
+ float n_out34p0 = detail_water_speed;
298
+
299
+
300
+ // Input:31
301
+ float n_out31p0 = TIME;
302
+
303
+
304
+ // VectorOp:33
305
+ vec2 n_out33p0 = vec2(n_out34p0) * vec2(n_out31p0);
306
+
307
+
308
+ // Input:32
309
+ vec2 n_out32p0 = UV;
310
+
311
+
312
+ // VectorOp:35
313
+ vec2 n_out35p0 = n_out33p0 + n_out32p0;
314
+
315
+
316
+ // Texture2D:36
317
+ vec4 n_out36p0 = texture(tex_frg_36, n_out35p0);
318
+
319
+
320
+ float n_out91p0;
321
+ // ProximityFade:91
322
+ float n_in91p0 = 1.00000;
323
+ {
324
+ float __depth_tex = texture(depth_tex_frg_91, SCREEN_UV).r;
325
+ vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);
326
+ __depth_world_pos.xyz /= __depth_world_pos.w;
327
+ n_out91p0 = clamp(1.0 - smoothstep(__depth_world_pos.z + n_in91p0, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);
328
+ }
329
+
330
+
331
+ // FloatFunc:62
332
+ float n_out62p0 = 1.0 - n_out91p0;
333
+
334
+
335
+ // FloatOp:100
336
+ float n_out100p0 = n_out36p0.x * n_out62p0;
337
+
338
+
339
+ // Input:95
340
+ float n_out95p0 = TIME;
341
+
342
+
343
+ // MultiplyAdd:94
344
+ float n_in94p1 = 0.40000;
345
+ float n_out94p0 = fma(n_out95p0, n_in94p1, n_out62p0);
346
+
347
+
348
+ // FloatOp:96
349
+ float n_in96p1 = 4.00000;
350
+ float n_out96p0 = n_out94p0 * n_in96p1;
351
+
352
+
353
+ // FloatFunc:97
354
+ float n_out97p0 = sin(n_out96p0);
355
+
356
+
357
+ // FloatFunc:98
358
+ float n_out98p0 = abs(n_out97p0);
359
+
360
+
361
+ // FloatOp:99
362
+ float n_out99p0 = n_out98p0 * n_out62p0;
363
+
364
+
365
+ // FloatOp:92
366
+ float n_in92p1 = 48.00000;
367
+ float n_out92p0 = pow(n_out62p0, n_in92p1);
368
+
369
+
370
+ // FloatOp:93
371
+ float n_out93p0 = n_out99p0 + n_out92p0;
372
+
373
+
374
+ // FloatOp:101
375
+ float n_out101p0 = n_out100p0 + n_out93p0;
376
+
377
+
378
+ // Step:55
379
+ float n_out55p0 = step(n_out39p0, n_out101p0);
380
+
381
+
382
+ // Mix:56
383
+ vec4 n_out56p0 = mix(n_out59p0, n_out60p0, n_out55p0);
384
+
385
+
386
+ // Mix:75
387
+ float n_in75p0 = 0.94000;
388
+ float n_in75p1 = 1.00000;
389
+ float n_out75p0 = mix(n_in75p0, n_in75p1, n_out55p0);
390
+
391
+
392
+ // FloatConstant:61
393
+ float n_out61p0 = 0.600000;
394
+
395
+
396
+ // FloatConstant:74
397
+ float n_out74p0 = 0.600000;
398
+
399
+
400
+ // FloatConstant:72
401
+ float n_out72p0 = 1.000000;
402
+
403
+
404
+ // Input:66
405
+ float n_out66p0 = TIME;
406
+
407
+
408
+ // FloatOp:71
409
+ float n_in71p1 = 0.00200;
410
+ float n_out71p0 = n_out66p0 * n_in71p1;
411
+
412
+
413
+ // UVFunc:70
414
+ vec2 n_in70p1 = vec2(-3.00000, -3.00000);
415
+ vec2 n_out70p0 = vec2(n_out71p0) * n_in70p1 + UV;
416
+
417
+
418
+ // Texture2D:63
419
+ vec4 n_out63p0 = texture(tex_frg_63, n_out70p0);
420
+
421
+
422
+ // UVFunc:68
423
+ vec2 n_in68p1 = vec2(3.00000, 3.00000);
424
+ vec2 n_out68p0 = vec2(n_out71p0) * n_in68p1 + UV;
425
+
426
+
427
+ // Texture2D:64
428
+ vec4 n_out64p0 = texture(tex_frg_64, n_out68p0);
429
+
430
+
431
+ // Mix:69
432
+ vec4 n_in69p2 = vec4(0.50000, 0.50000, 0.50000, 0.50000);
433
+ vec4 n_out69p0 = mix(n_out63p0, n_out64p0, n_in69p2);
434
+
435
+
436
+ // VectorOp:90
437
+ vec4 n_in90p1 = vec4(1.00000, 1.00000, 1.00000, 1.00000);
438
+ vec4 n_out90p0 = pow(n_out69p0, n_in90p1);
439
+
440
+
441
+ // Output:0
442
+ ALBEDO = vec3(n_out56p0.xyz);
443
+ ALPHA = n_out75p0;
444
+ METALLIC = n_out61p0;
445
+ ROUGHNESS = n_out74p0;
446
+ SPECULAR = n_out72p0;
447
+ NORMAL_MAP = vec3(n_out90p0.xyz);
448
+
449
+
450
+ }
451
+ "
452
+ graph_offset = Vector2(1284.03, -340.084)
453
+ modes/diffuse = 3
454
+ nodes/vertex/0/position = Vector2(6740, -20)
455
+ nodes/vertex/2/node = SubResource("VisualShaderNodeComment_4o8y1")
456
+ nodes/vertex/2/position = Vector2(1924.58, -428.571)
457
+ nodes/vertex/3/node = SubResource("VisualShaderNodeInput_gu7qa")
458
+ nodes/vertex/3/position = Vector2(2004.58, 131.429)
459
+ nodes/vertex/4/node = SubResource("VisualShaderNodeInput_k2mpj")
460
+ nodes/vertex/4/position = Vector2(1964.58, 291.429)
461
+ nodes/vertex/5/node = SubResource("VisualShaderNodeVectorOp_6vl07")
462
+ nodes/vertex/5/position = Vector2(3124.58, -148.571)
463
+ nodes/vertex/6/node = SubResource("VisualShaderNodeFloatParameter_a03y7")
464
+ nodes/vertex/6/position = Vector2(2004.58, -308.571)
465
+ nodes/vertex/7/node = SubResource("VisualShaderNodeVectorOp_w7nrt")
466
+ nodes/vertex/7/position = Vector2(2764.58, -308.571)
467
+ nodes/vertex/8/node = SubResource("VisualShaderNodeTexture_5gkum")
468
+ nodes/vertex/8/position = Vector2(3504.58, -148.571)
469
+ nodes/vertex/9/node = SubResource("VisualShaderNodeTexture2DParameter_mjb0g")
470
+ nodes/vertex/9/position = Vector2(2824.58, 351.429)
471
+ nodes/vertex/10/node = SubResource("VisualShaderNodeInput_l6qxq")
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+ nodes/vertex/10/position = Vector2(4060, 200)
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+ nodes/vertex/11/node = SubResource("VisualShaderNodeInput_bjwgk")
474
+ nodes/vertex/11/position = Vector2(4040, 540)
475
+ nodes/vertex/12/node = SubResource("VisualShaderNodeVectorOp_u6vmt")
476
+ nodes/vertex/12/position = Vector2(6080, -40)
477
+ nodes/vertex/13/node = SubResource("VisualShaderNodeVectorOp_qt6m8")
478
+ nodes/vertex/13/position = Vector2(5760, -400)
479
+ nodes/vertex/14/node = SubResource("VisualShaderNodeVectorDecompose_qovlt")
480
+ nodes/vertex/14/position = Vector2(4180, -400)
481
+ nodes/vertex/15/node = SubResource("VisualShaderNodeFloatParameter_t2kaa")
482
+ nodes/vertex/15/position = Vector2(3980, -900)
483
+ nodes/vertex/16/node = SubResource("VisualShaderNodeFloatOp_relvm")
484
+ nodes/vertex/16/position = Vector2(5340, -620)
485
+ nodes/vertex/17/node = SubResource("VisualShaderNodeFloatFunc_ub24v")
486
+ nodes/vertex/17/position = Vector2(4680, -400)
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+ nodes/fragment/0/position = Vector2(9060, -1560)
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+ nodes/fragment/30/node = SubResource("VisualShaderNodeComment_1n6h4")
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+ nodes/fragment/30/position = Vector2(780, -2960)
491
+ nodes/fragment/31/node = SubResource("VisualShaderNodeInput_7wfef")
492
+ nodes/fragment/31/position = Vector2(860, -2400)
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+ nodes/fragment/32/node = SubResource("VisualShaderNodeInput_y60id")
494
+ nodes/fragment/32/position = Vector2(820, -2240)
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+ nodes/fragment/33/node = SubResource("VisualShaderNodeVectorOp_pt86f")
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+ nodes/fragment/33/position = Vector2(1620, -2840)
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+ nodes/fragment/34/node = SubResource("VisualShaderNodeFloatParameter_p2bsf")
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+ nodes/fragment/34/position = Vector2(940, -2860)
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+ nodes/fragment/35/node = SubResource("VisualShaderNodeVectorOp_ml4ab")
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+ nodes/fragment/35/position = Vector2(1980, -2680)
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+ nodes/fragment/36/node = SubResource("VisualShaderNodeTexture_ngw8e")
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+ nodes/fragment/36/position = Vector2(2300, -2640)
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+ nodes/fragment/39/node = SubResource("VisualShaderNodeFloatParameter_a6mhs")
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+ nodes/fragment/39/position = Vector2(5040, -2920)
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+ nodes/fragment/55/node = SubResource("VisualShaderNodeStep_07sk8")
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+ nodes/fragment/55/position = Vector2(5820, -2560)
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+ nodes/fragment/56/node = SubResource("VisualShaderNodeMix_5gm3l")
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+ nodes/fragment/56/position = Vector2(6780, -2740)
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+ nodes/fragment/59/node = SubResource("VisualShaderNodeColorParameter_amub1")
510
+ nodes/fragment/59/position = Vector2(5960, -3440)
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+ nodes/fragment/60/node = SubResource("VisualShaderNodeColorParameter_3evsr")
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+ nodes/fragment/60/position = Vector2(6040, -3000)
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+ nodes/fragment/61/node = SubResource("VisualShaderNodeFloatConstant_40p55")
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+ nodes/fragment/61/position = Vector2(6940, -1700)
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+ nodes/fragment/62/node = SubResource("VisualShaderNodeFloatFunc_lxkfi")
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+ nodes/fragment/62/position = Vector2(2420, -1320)
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+ nodes/fragment/63/node = SubResource("VisualShaderNodeTexture_ke10c")
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+ nodes/fragment/63/position = Vector2(7260, -980)
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+ nodes/fragment/64/node = SubResource("VisualShaderNodeTexture_28lt2")
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+ nodes/fragment/64/position = Vector2(7320, -320)
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+ nodes/fragment/66/node = SubResource("VisualShaderNodeInput_0vuo8")
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+ nodes/fragment/66/position = Vector2(5300, -700)
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+ nodes/fragment/68/node = SubResource("VisualShaderNodeUVFunc_shc2h")
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+ nodes/fragment/68/position = Vector2(6600, -120)
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+ nodes/fragment/69/node = SubResource("VisualShaderNodeMix_s8e8r")
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+ nodes/fragment/69/position = Vector2(7760, -640)
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+ nodes/fragment/70/node = SubResource("VisualShaderNodeUVFunc_ak4iq")
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+ nodes/fragment/70/position = Vector2(6580, -960)
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+ nodes/fragment/71/node = SubResource("VisualShaderNodeFloatOp_3yjg7")
530
+ nodes/fragment/71/position = Vector2(6040, -500)
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+ nodes/fragment/72/node = SubResource("VisualShaderNodeFloatConstant_j2cca")
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+ nodes/fragment/72/position = Vector2(7100, -1340)
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+ nodes/fragment/74/node = SubResource("VisualShaderNodeFloatConstant_5gqkt")
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+ nodes/fragment/74/position = Vector2(6980, -1520)
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+ nodes/fragment/75/node = SubResource("VisualShaderNodeMix_d4ulh")
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+ nodes/fragment/75/position = Vector2(6940, -2400)
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+ nodes/fragment/90/node = SubResource("VisualShaderNodeVectorOp_hfs2o")
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+ nodes/fragment/90/position = Vector2(8320, -1120)
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+ nodes/fragment/91/node = SubResource("VisualShaderNodeProximityFade_n4hcr")
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+ nodes/fragment/91/position = Vector2(1820, -1240)
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+ nodes/fragment/92/node = SubResource("VisualShaderNodeFloatOp_07qnl")
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+ nodes/fragment/92/position = Vector2(4020, -1340)
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+ nodes/fragment/93/node = SubResource("VisualShaderNodeFloatOp_thkes")
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+ nodes/fragment/93/position = Vector2(5120, -1680)
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+ nodes/fragment/94/node = SubResource("VisualShaderNodeMultiplyAdd_71wjw")
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+ nodes/fragment/94/position = Vector2(3000, -1720)
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+ nodes/fragment/95/node = SubResource("VisualShaderNodeInput_e10nc")
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+ nodes/fragment/95/position = Vector2(2100, -1740)
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+ nodes/fragment/96/node = SubResource("VisualShaderNodeFloatOp_sxt31")
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+ nodes/fragment/96/position = Vector2(3320, -1800)
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+ nodes/fragment/97/node = SubResource("VisualShaderNodeFloatFunc_xo62c")
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+ nodes/fragment/97/position = Vector2(3620, -1780)
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+ nodes/fragment/98/node = SubResource("VisualShaderNodeFloatFunc_drpvc")
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+ nodes/fragment/98/position = Vector2(4160, -1780)
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+ nodes/fragment/99/node = SubResource("VisualShaderNodeFloatOp_papeo")
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+ nodes/fragment/99/position = Vector2(4540, -1700)
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+ nodes/fragment/100/node = SubResource("VisualShaderNodeFloatOp_eslgf")
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+ nodes/fragment/100/position = Vector2(4900, -2200)
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assets/bar_green.png ADDED

Git LFS Details

  • SHA256: 586cb8b83a7523a4fa87d3c9b42d2286d45b7e8815a9d0f88f7f2223878eaf7b
  • Pointer size: 128 Bytes
  • Size of remote file: 292 Bytes
assets/bar_green.png.import ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+
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+ }
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+ }
assets/ship_light.gltf.import ADDED
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+ [remap]
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+
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+ uid="uid://ibxj38j0qgl"
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+
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+ [deps]
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+
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+ source_file="res://assets/ship_light.gltf"
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+ dest_files=["res://.godot/imported/ship_light.gltf-a6024718509d035f4ad4cab65528b96c.scn"]
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+
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+ [params]
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+
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+ nodes/root_type="Node3D"
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+ nodes/root_name="Scene Root"
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+ nodes/apply_root_scale=true
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+ nodes/root_scale=1.0
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+ meshes/ensure_tangents=true
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+ meshes/generate_lods=true
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+ meshes/create_shadow_meshes=true
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+ meshes/light_baking=1
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+ meshes/lightmap_texel_size=0.2
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+ skins/use_named_skins=true
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+ animation/import=true
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+ animation/fps=30
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+ animation/trimming=false
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+ animation/remove_immutable_tracks=true
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+ import_script/path=""
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+ _subresources={}
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+ gltf/embedded_image_handling=1
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+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:430861cb722951c1eeff3b3c5762e7e73a610fcffc4186b5d828c5e7557fe1b4
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+ size 5658712
assets/sunflowers_puresky_2k.hdr.import ADDED
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+ [remap]
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+
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+ importer="texture"
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+ type="CompressedTexture2D"
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+ uid="uid://bwccewqy1bytq"
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+ path.bptc="res://.godot/imported/sunflowers_puresky_2k.hdr-1b46ad88d4e25120fbc24cdef4d99df6.bptc.ctex"
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+ metadata={
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+ "imported_formats": ["s3tc_bptc"],
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+ source_file="res://assets/sunflowers_puresky_2k.hdr"
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+ dest_files=["res://.godot/imported/sunflowers_puresky_2k.hdr-1b46ad88d4e25120fbc24cdef4d99df6.bptc.ctex"]
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+ [params]
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+ compress/channel_pack=0
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+ mipmaps/generate=true
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+ roughness/mode=0
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+ roughness/src_normal=""
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+ detect_3d/compress_to=0
chest.gd ADDED
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1
+ extends MeshInstance3D
2
+ @onready var area_3d = $Area3D
3
+
4
+ func _on_area_3d_body_entered(body):
5
+ if body is Player:
6
+ body.chest_collected()
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+ call_deferred("respawn")
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+
9
+ func respawn():
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+ hide()
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+ area_3d.set_monitoring(false)
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+ area_3d.set_monitorable(false)
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+ await get_tree().create_timer(10.0).timeout
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+ area_3d.set_monitoring(true)
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+ area_3d.set_monitorable(true)
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+ show()
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+
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+ func get_mesh_aabb() -> AABB:
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+ var aabb = mesh.get_aabb()
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+ aabb.position *= scale.x
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+ aabb.size *= scale.x
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+ return aabb
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+ class_name Deque
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+
3
+ var _data : Array = []
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+ var _current_index : int = 0
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+ var max_size : int = -1:
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+ set(value):
7
+ # Sets the maximum size and ensures the deque conforms to this size.
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+ max_size = value
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+ _current_index = 0
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+ while _data.size() > max_size:
11
+ _data.pop_back()
12
+
13
+ # Appends an element to the end of the deque.
14
+ func push_back(value) -> void:
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+ if max_size > -1 and _data.size() >= max_size:
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+ _data.pop_front()
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+ _data.append(value)
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+
19
+ # Adds an element to the beginning of the deque.
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+ func push_front(value) -> void:
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+ if max_size > -1 and _data.size() >= max_size:
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+ _data.pop_back()
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+ _data.insert(0, value)
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+
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+ # Removes and returns the last element of the deque.
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+ func pop_back() -> Variant:
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+ if _data.size() == 0:
28
+ return null
29
+ return _data.pop_back()
30
+
31
+ # Removes and returns the first element of the deque.
32
+ func pop_front() -> Variant:
33
+ if _data.size() == 0:
34
+ return null
35
+ return _data.pop_front()
36
+
37
+ # Returns the last element of the deque without removing it.
38
+ func back() -> Variant:
39
+ if _data.size() == 0:
40
+ return null
41
+ return _data[_data.size() - 1]
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+
43
+ # Returns the first element of the deque without removing it.
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+ func front() -> Variant:
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+ if _data.size() == 0:
46
+ return null
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+ return _data[0]
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+
49
+ # Returns the number of elements in the deque.
50
+ func size() -> int:
51
+ return _data.size()
52
+
53
+ # Checks if the deque is empty.
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+ func is_empty() -> bool:
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+ return _data.size() == 0
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+
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+ # Clears the deque.
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+ func clear() -> void:
59
+ _data.clear()
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+
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+ # Start of iteration. Resets the current index.
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+ func _iter_init(arg) -> bool:
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+ _current_index = 0
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+ return _current_index < _data.size()
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+
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+ # Moves to the next item in the sequence.
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+ func _iter_next(arg) -> bool:
68
+ _current_index += 1
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+ return _current_index < _data.size()
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+
71
+ # Returns the current item in the sequence.
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+ func _iter_get(arg) -> Variant:
73
+ if _current_index < _data.size():
74
+ return _data[_current_index]
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+ return null
76
+
77
+ # Reset current index when setting max size
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+ func set_max_size(value: int) -> void:
79
+ max_size = value
80
+ _current_index = 0
81
+ while _data.size() > max_size:
82
+ _data.pop_back()
83
+
84
+
game.gd ADDED
@@ -0,0 +1,88 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+
3
+ @onready var islands = $Islands
4
+ @onready var mines = $Mines
5
+ @onready var chests = $Chests
6
+
7
+ @export var n_islands := 100
8
+ @export var n_chests := 100
9
+ @export var n_mines := 100
10
+
11
+ @export var world_size := Rect2(-50, -50, 100, 100)
12
+ @export var spawn_zone := Rect2(-5, -5, 10, 10)
13
+
14
+ var island_scenes = [preload("res://islands.tscn")]
15
+ var chest_scenes = [preload("res://chest.tscn")]
16
+ var mine_scenes = [preload("res://mine.tscn")]
17
+
18
+ var bbs : Array[Rect2]= []
19
+ # Called when the node enters the scene tree for the first time.
20
+ func _ready():
21
+ randomize()
22
+ spawn_world()
23
+ $Player.reset_signal.connect(spawn_world)
24
+
25
+
26
+ func spawn_world():
27
+ bbs.clear()
28
+ bbs.append(spawn_zone)
29
+ spawn_islands()
30
+ spawn_chests()
31
+ spawn_mines()
32
+
33
+
34
+ func bb_overlaps(rect: Rect2, border:float)->bool:
35
+ var expanded_rect = rect.grow(border)
36
+ for bb in bbs:
37
+ if bb.intersects(expanded_rect):
38
+ return true
39
+
40
+ return false
41
+
42
+
43
+ func find_valid_position(aabb, border:float) -> Vector2:
44
+ var x_pos = randf_range(world_size.position.x, world_size.end.x)
45
+ var z_pos = randf_range(world_size.position.y, world_size.end.y)
46
+ var aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z))
47
+
48
+ while bb_overlaps(aabb2d, border): # change to n_tries
49
+ x_pos = randf_range(world_size.position.x, world_size.end.x)
50
+ z_pos = randf_range(world_size.position.y, world_size.end.y)
51
+ aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z))
52
+
53
+ return Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos)
54
+
55
+ func spawn_scene(scene, border:float):
56
+ var instance = scene.instantiate()
57
+ var aabb = instance.get_mesh_aabb()
58
+ var spawn_position = find_valid_position(aabb,border)
59
+ var aabb2d = Rect2(spawn_position, Vector2(aabb.size.x, aabb.size.z))
60
+
61
+ bbs.append(aabb2d)
62
+ instance.position = Vector3(spawn_position.x, 0.0, spawn_position.y)
63
+
64
+ instance.rotate_y(randf_range(0,2*PI))
65
+
66
+ return instance
67
+
68
+
69
+ func clear_and_spawn(parent, scenes: Array, count, border: float=5.0):
70
+ for child in parent.get_children():
71
+ child.queue_free()
72
+
73
+ for i in count:
74
+ var scene = scenes.pick_random()
75
+ var instance = spawn_scene(scene, border)
76
+ parent.add_child(instance)
77
+ instance.set_owner(get_tree().edited_scene_root)
78
+
79
+ func spawn_islands():
80
+ clear_and_spawn(islands, island_scenes, n_islands, 10.0)
81
+
82
+ func spawn_chests():
83
+ clear_and_spawn(chests, chest_scenes, n_chests)
84
+
85
+ func spawn_mines():
86
+ clear_and_spawn(mines, mine_scenes, n_mines)
87
+
88
+
game.tscn ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=9 format=3 uid="uid://bufeymuvmqxji"]
2
+
3
+ [ext_resource type="Script" path="res://game.gd" id="1_u4uwx"]
4
+ [ext_resource type="PackedScene" uid="uid://bpdxuymjylis5" path="res://player.tscn" id="3_hm3tp"]
5
+ [ext_resource type="Shader" uid="uid://dkh57lx7eqcsg" path="res://water_shader.tres" id="3_s5i1u"]
6
+
7
+ [sub_resource type="ShaderMaterial" id="ShaderMaterial_ljqpd"]
8
+ render_priority = 0
9
+ shader = ExtResource("3_s5i1u")
10
+
11
+ [sub_resource type="QuadMesh" id="QuadMesh_ugw64"]
12
+ material = SubResource("ShaderMaterial_ljqpd")
13
+ size = Vector2(300, 300)
14
+ subdivide_width = 10
15
+ subdivide_depth = 10
16
+ orientation = 1
17
+
18
+ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8wpn3"]
19
+ albedo_color = Color(0.18483, 0.36409, 0.234525, 1)
20
+ disable_receive_shadows = true
21
+
22
+ [sub_resource type="QuadMesh" id="QuadMesh_wfiqy"]
23
+ material = SubResource("StandardMaterial3D_8wpn3")
24
+ size = Vector2(300, 300)
25
+ orientation = 1
26
+
27
+ [sub_resource type="BoxShape3D" id="BoxShape3D_hydvp"]
28
+ size = Vector3(230, 50, 230)
29
+
30
+ [node name="Game" type="Node3D"]
31
+ script = ExtResource("1_u4uwx")
32
+ n_islands = 10
33
+ n_chests = 50
34
+ n_mines = 50
35
+ world_size = Rect2(-100, -100, 200, 200)
36
+
37
+ [node name="Sea" type="MeshInstance3D" parent="."]
38
+ mesh = SubResource("QuadMesh_ugw64")
39
+
40
+ [node name="Sand" type="MeshInstance3D" parent="."]
41
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -6.5439, 0)
42
+ mesh = SubResource("QuadMesh_wfiqy")
43
+
44
+ [node name="Player" parent="." instance=ExtResource("3_hm3tp")]
45
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.21881, -0.5, 0)
46
+
47
+ [node name="RemoteTransform3D" type="RemoteTransform3D" parent="Player"]
48
+ remote_path = NodePath("../../CameraBase")
49
+ update_rotation = false
50
+
51
+ [node name="CameraBase" type="Node3D" parent="."]
52
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.21881, -0.5, 0)
53
+
54
+ [node name="Camera3D" type="Camera3D" parent="CameraBase"]
55
+ transform = Transform3D(0.505331, -0.780183, 0.36872, 0, 0.427291, 0.904114, -0.862925, -0.456877, 0.215924, 13.3135, 36.3117, 9.05366)
56
+ current = true
57
+
58
+ [node name="Islands" type="Node3D" parent="."]
59
+
60
+ [node name="Mines" type="Node3D" parent="."]
61
+
62
+ [node name="Chests" type="Node3D" parent="."]
63
+
64
+ [node name="GameArea" type="Area3D" parent="."]
65
+ collision_layer = 0
66
+ monitorable = false
67
+
68
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="GameArea"]
69
+ shape = SubResource("BoxShape3D_hydvp")
70
+
71
+ [connection signal="body_exited" from="GameArea" to="Player" method="_on_game_area_body_exited"]
health_bar.gd ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Sprite3D
2
+
3
+ @onready var health_bar_2d = $SubViewport/HealthBar2D
4
+
5
+ func _ready():
6
+ #texture = $SubViewport.get_texture()
7
+ update_health(3.0)
8
+ pass
9
+
10
+ func update_health(value):
11
+ health_bar_2d.update_health(value, 3.0)
health_bar.tscn ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=5 format=3 uid="uid://px62msmlcd4u"]
2
+
3
+ [ext_resource type="Texture2D" uid="uid://duoockr2sau4a" path="res://assets/bar_green.png" id="1_ow354"]
4
+ [ext_resource type="Script" path="res://health_bar.gd" id="2_0mudc"]
5
+ [ext_resource type="Script" path="res://health_bar_2d.gd" id="3_4it6d"]
6
+
7
+ [sub_resource type="ViewportTexture" id="ViewportTexture_oc0gm"]
8
+ viewport_path = NodePath("SubViewport")
9
+
10
+ [node name="HealthBar" type="Sprite3D"]
11
+ billboard = 1
12
+ texture = SubResource("ViewportTexture_oc0gm")
13
+ script = ExtResource("2_0mudc")
14
+
15
+ [node name="SubViewport" type="SubViewport" parent="."]
16
+ transparent_bg = true
17
+ size = Vector2i(200, 26)
18
+
19
+ [node name="HealthBar2D" type="TextureProgressBar" parent="SubViewport"]
20
+ offset_right = 40.0
21
+ offset_bottom = 40.0
22
+ max_value = 3.0
23
+ value = 3.0
24
+ texture_progress = ExtResource("1_ow354")
25
+ script = ExtResource("3_4it6d")
health_bar_2d.gd ADDED
@@ -0,0 +1,18 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends TextureProgressBar
2
+
3
+ var bar_red = preload("res://assets/bar_red.png")
4
+ var bar_green = preload("res://assets/bar_green.png")
5
+ var bar_yellow = preload("res://assets/bar_yellow.png")
6
+
7
+
8
+ func _ready():
9
+ show()
10
+ texture_progress = bar_green
11
+
12
+ func update_health(_value, max_value):
13
+ value = _value
14
+ texture_progress = bar_green
15
+ if value < 0.75 * max_value:
16
+ texture_progress = bar_yellow
17
+ if value < 0.45 * max_value:
18
+ texture_progress = bar_red
icon.svg ADDED
icon.svg.import ADDED
@@ -0,0 +1,37 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [remap]
2
+
3
+ importer="texture"
4
+ type="CompressedTexture2D"
5
+ uid="uid://tjtdc6e74ae0"
6
+ path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
7
+ metadata={
8
+ "vram_texture": false
9
+ }
10
+
11
+ [deps]
12
+
13
+ source_file="res://icon.svg"
14
+ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
15
+
16
+ [params]
17
+
18
+ compress/mode=0
19
+ compress/high_quality=false
20
+ compress/lossy_quality=0.7
21
+ compress/hdr_compression=1
22
+ compress/normal_map=0
23
+ compress/channel_pack=0
24
+ mipmaps/generate=false
25
+ mipmaps/limit=-1
26
+ roughness/mode=0
27
+ roughness/src_normal=""
28
+ process/fix_alpha_border=true
29
+ process/premult_alpha=false
30
+ process/normal_map_invert_y=false
31
+ process/hdr_as_srgb=false
32
+ process/hdr_clamp_exposure=false
33
+ process/size_limit=0
34
+ detect_3d/compress_to=1
35
+ svg/scale=1.0
36
+ editor/scale_with_editor_scale=false
37
+ editor/convert_colors_with_editor_theme=false
islands.gd ADDED
@@ -0,0 +1,23 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+
3
+ var island_mesh : MeshInstance3D
4
+
5
+ func init():
6
+ var n_meshes = get_child_count() - 2
7
+ var mesh_id = randi_range(0, n_meshes-1)
8
+
9
+ for child in get_children():
10
+ if child is MeshInstance3D:
11
+ child.hide()
12
+
13
+ island_mesh = get_child(mesh_id) as MeshInstance3D
14
+ island_mesh.show()
15
+
16
+ var col_shape = island_mesh.mesh.create_convex_shape()
17
+ $Area3D/CollisionShape3D.shape = col_shape
18
+ $StaticBody3D/CollisionShape3D.shape = col_shape
19
+
20
+ func get_mesh_aabb() -> AABB:
21
+ if island_mesh == null:
22
+ init()
23
+ return island_mesh.mesh.get_aabb()
islands.tscn ADDED
@@ -0,0 +1,20 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://cic47j3ixh261"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://dplv61rnlprym" path="res://assets/islands.blend" id="1_170qk"]
4
+ [ext_resource type="Script" path="res://islands.gd" id="2_4rvkp"]
5
+
6
+ [node name="islands" instance=ExtResource("1_170qk")]
7
+ script = ExtResource("2_4rvkp")
8
+
9
+ [node name="Area3D" type="Area3D" parent="." index="3"]
10
+ collision_layer = 4
11
+ collision_mask = 0
12
+ monitoring = false
13
+
14
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D" index="0"]
15
+
16
+ [node name="StaticBody3D" type="StaticBody3D" parent="." index="4"]
17
+ collision_layer = 4
18
+ collision_mask = 0
19
+
20
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" index="0"]
mine.gd ADDED
@@ -0,0 +1,28 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+
3
+ @onready var area_3d = $Area3D
4
+
5
+ # Called when the node enters the scene tree for the first time.
6
+ func _ready():
7
+ pass # Replace with function body.
8
+
9
+ # Called every frame. 'delta' is the elapsed time since the previous frame.
10
+ func _process(delta):
11
+ pass
12
+
13
+ func _on_area_3d_body_entered(body):
14
+ if body is Player:
15
+ body.mine_hit()
16
+ call_deferred("respawn")
17
+
18
+ func respawn():
19
+ hide()
20
+ area_3d.set_monitoring(false)
21
+ area_3d.set_monitorable(false)
22
+ await get_tree().create_timer(10.0).timeout
23
+ area_3d.set_monitoring(true)
24
+ area_3d.set_monitorable(true)
25
+ show()
26
+
27
+ func get_mesh_aabb() -> AABB:
28
+ return $Icosphere.mesh.get_aabb().grow(scale.x)
mine.tscn ADDED
@@ -0,0 +1,18 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=4 format=3 uid="uid://bkpr7mt3rwxj3"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://coooffo26jyba" path="res://assets/mine.blend" id="1_tx8dm"]
4
+ [ext_resource type="Script" path="res://mine.gd" id="2_xgged"]
5
+
6
+ [sub_resource type="CylinderShape3D" id="CylinderShape3D_41oc0"]
7
+ radius = 1.3
8
+
9
+ [node name="mine" instance=ExtResource("1_tx8dm")]
10
+ script = ExtResource("2_xgged")
11
+
12
+ [node name="Area3D" type="Area3D" parent="." index="8"]
13
+ collision_layer = 16
14
+
15
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D" index="0"]
16
+ shape = SubResource("CylinderShape3D_41oc0")
17
+
18
+ [connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]
player.tscn ADDED
@@ -0,0 +1,2074 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
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+
1849
+ [node name="GridCell 13 6" type="Area3D" parent="AIController3D/GridSensor3D"]
1850
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, -4)
1851
+ collision_layer = 0
1852
+ collision_mask = 28
1853
+ input_ray_pickable = false
1854
+
1855
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 6"]
1856
+ shape = SubResource("BoxShape3D_lpids")
1857
+
1858
+ [node name="GridCell 13 7" type="Area3D" parent="AIController3D/GridSensor3D"]
1859
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 0)
1860
+ collision_layer = 0
1861
+ collision_mask = 28
1862
+ input_ray_pickable = false
1863
+
1864
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 7"]
1865
+ shape = SubResource("BoxShape3D_lpids")
1866
+
1867
+ [node name="GridCell 13 8" type="Area3D" parent="AIController3D/GridSensor3D"]
1868
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 4)
1869
+ collision_layer = 0
1870
+ collision_mask = 28
1871
+ input_ray_pickable = false
1872
+
1873
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 8"]
1874
+ shape = SubResource("BoxShape3D_lpids")
1875
+
1876
+ [node name="GridCell 13 9" type="Area3D" parent="AIController3D/GridSensor3D"]
1877
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 8)
1878
+ collision_layer = 0
1879
+ collision_mask = 28
1880
+ input_ray_pickable = false
1881
+
1882
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 9"]
1883
+ shape = SubResource("BoxShape3D_lpids")
1884
+
1885
+ [node name="GridCell 13 10" type="Area3D" parent="AIController3D/GridSensor3D"]
1886
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 12)
1887
+ collision_layer = 0
1888
+ collision_mask = 28
1889
+ input_ray_pickable = false
1890
+
1891
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 10"]
1892
+ shape = SubResource("BoxShape3D_lpids")
1893
+
1894
+ [node name="GridCell 13 11" type="Area3D" parent="AIController3D/GridSensor3D"]
1895
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 16)
1896
+ collision_layer = 0
1897
+ collision_mask = 28
1898
+ input_ray_pickable = false
1899
+
1900
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 11"]
1901
+ shape = SubResource("BoxShape3D_lpids")
1902
+
1903
+ [node name="GridCell 13 12" type="Area3D" parent="AIController3D/GridSensor3D"]
1904
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 20)
1905
+ collision_layer = 0
1906
+ collision_mask = 28
1907
+ input_ray_pickable = false
1908
+
1909
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 12"]
1910
+ shape = SubResource("BoxShape3D_lpids")
1911
+
1912
+ [node name="GridCell 13 13" type="Area3D" parent="AIController3D/GridSensor3D"]
1913
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 24)
1914
+ collision_layer = 0
1915
+ collision_mask = 28
1916
+ input_ray_pickable = false
1917
+
1918
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 13"]
1919
+ shape = SubResource("BoxShape3D_lpids")
1920
+
1921
+ [node name="GridCell 13 14" type="Area3D" parent="AIController3D/GridSensor3D"]
1922
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 0, 28)
1923
+ collision_layer = 0
1924
+ collision_mask = 28
1925
+ input_ray_pickable = false
1926
+
1927
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 13 14"]
1928
+ shape = SubResource("BoxShape3D_lpids")
1929
+
1930
+ [node name="GridCell 14 0" type="Area3D" parent="AIController3D/GridSensor3D"]
1931
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -28)
1932
+ collision_layer = 0
1933
+ collision_mask = 28
1934
+ input_ray_pickable = false
1935
+
1936
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 0"]
1937
+ shape = SubResource("BoxShape3D_lpids")
1938
+
1939
+ [node name="GridCell 14 1" type="Area3D" parent="AIController3D/GridSensor3D"]
1940
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -24)
1941
+ collision_layer = 0
1942
+ collision_mask = 28
1943
+ input_ray_pickable = false
1944
+
1945
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 1"]
1946
+ shape = SubResource("BoxShape3D_lpids")
1947
+
1948
+ [node name="GridCell 14 2" type="Area3D" parent="AIController3D/GridSensor3D"]
1949
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -20)
1950
+ collision_layer = 0
1951
+ collision_mask = 28
1952
+ input_ray_pickable = false
1953
+
1954
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 2"]
1955
+ shape = SubResource("BoxShape3D_lpids")
1956
+
1957
+ [node name="GridCell 14 3" type="Area3D" parent="AIController3D/GridSensor3D"]
1958
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -16)
1959
+ collision_layer = 0
1960
+ collision_mask = 28
1961
+ input_ray_pickable = false
1962
+
1963
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 3"]
1964
+ shape = SubResource("BoxShape3D_lpids")
1965
+
1966
+ [node name="GridCell 14 4" type="Area3D" parent="AIController3D/GridSensor3D"]
1967
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -12)
1968
+ collision_layer = 0
1969
+ collision_mask = 28
1970
+ input_ray_pickable = false
1971
+
1972
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 4"]
1973
+ shape = SubResource("BoxShape3D_lpids")
1974
+
1975
+ [node name="GridCell 14 5" type="Area3D" parent="AIController3D/GridSensor3D"]
1976
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -8)
1977
+ collision_layer = 0
1978
+ collision_mask = 28
1979
+ input_ray_pickable = false
1980
+
1981
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 5"]
1982
+ shape = SubResource("BoxShape3D_lpids")
1983
+
1984
+ [node name="GridCell 14 6" type="Area3D" parent="AIController3D/GridSensor3D"]
1985
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, -4)
1986
+ collision_layer = 0
1987
+ collision_mask = 28
1988
+ input_ray_pickable = false
1989
+
1990
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 6"]
1991
+ shape = SubResource("BoxShape3D_lpids")
1992
+
1993
+ [node name="GridCell 14 7" type="Area3D" parent="AIController3D/GridSensor3D"]
1994
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 0)
1995
+ collision_layer = 0
1996
+ collision_mask = 28
1997
+ input_ray_pickable = false
1998
+
1999
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 7"]
2000
+ shape = SubResource("BoxShape3D_lpids")
2001
+
2002
+ [node name="GridCell 14 8" type="Area3D" parent="AIController3D/GridSensor3D"]
2003
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 4)
2004
+ collision_layer = 0
2005
+ collision_mask = 28
2006
+ input_ray_pickable = false
2007
+
2008
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 8"]
2009
+ shape = SubResource("BoxShape3D_lpids")
2010
+
2011
+ [node name="GridCell 14 9" type="Area3D" parent="AIController3D/GridSensor3D"]
2012
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 8)
2013
+ collision_layer = 0
2014
+ collision_mask = 28
2015
+ input_ray_pickable = false
2016
+
2017
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 9"]
2018
+ shape = SubResource("BoxShape3D_lpids")
2019
+
2020
+ [node name="GridCell 14 10" type="Area3D" parent="AIController3D/GridSensor3D"]
2021
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 12)
2022
+ collision_layer = 0
2023
+ collision_mask = 28
2024
+ input_ray_pickable = false
2025
+
2026
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 10"]
2027
+ shape = SubResource("BoxShape3D_lpids")
2028
+
2029
+ [node name="GridCell 14 11" type="Area3D" parent="AIController3D/GridSensor3D"]
2030
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 16)
2031
+ collision_layer = 0
2032
+ collision_mask = 28
2033
+ input_ray_pickable = false
2034
+
2035
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 11"]
2036
+ shape = SubResource("BoxShape3D_lpids")
2037
+
2038
+ [node name="GridCell 14 12" type="Area3D" parent="AIController3D/GridSensor3D"]
2039
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 20)
2040
+ collision_layer = 0
2041
+ collision_mask = 28
2042
+ input_ray_pickable = false
2043
+
2044
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 12"]
2045
+ shape = SubResource("BoxShape3D_lpids")
2046
+
2047
+ [node name="GridCell 14 13" type="Area3D" parent="AIController3D/GridSensor3D"]
2048
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 24)
2049
+ collision_layer = 0
2050
+ collision_mask = 28
2051
+ input_ray_pickable = false
2052
+
2053
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 13"]
2054
+ shape = SubResource("BoxShape3D_lpids")
2055
+
2056
+ [node name="GridCell 14 14" type="Area3D" parent="AIController3D/GridSensor3D"]
2057
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28, 0, 28)
2058
+ collision_layer = 0
2059
+ collision_mask = 28
2060
+ input_ray_pickable = false
2061
+
2062
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="AIController3D/GridSensor3D/GridCell 14 14"]
2063
+ shape = SubResource("BoxShape3D_lpids")
2064
+
2065
+ [node name="ship_light" parent="." instance=ExtResource("3_6et4q")]
2066
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.738133, 0, 0)
2067
+
2068
+ [node name="HealthBar" parent="." instance=ExtResource("4_bnrq3")]
2069
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6.35306, 0)
2070
+ texture = SubResource("ViewportTexture_qgoip")
2071
+
2072
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
2073
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.755033, 0)
2074
+ shape = SubResource("BoxShape3D_x01ay")
project.godot ADDED
@@ -0,0 +1,59 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ; Engine configuration file.
2
+ ; It's best edited using the editor UI and not directly,
3
+ ; since the parameters that go here are not all obvious.
4
+ ;
5
+ ; Format:
6
+ ; [section] ; section goes between []
7
+ ; param=value ; assign values to parameters
8
+
9
+ config_version=5
10
+
11
+ [application]
12
+
13
+ config/name="Ships"
14
+ run/main_scene="res://train.tscn"
15
+ config/features=PackedStringArray("4.1", "Forward Plus")
16
+ config/icon="res://icon.svg"
17
+
18
+ [dotnet]
19
+
20
+ project/assembly_name="GridSensor3DExample"
21
+
22
+ [editor_plugins]
23
+
24
+ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
25
+
26
+ [input]
27
+
28
+ turn_left={
29
+ "deadzone": 0.5,
30
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
31
+ ]
32
+ }
33
+ turn_right={
34
+ "deadzone": 0.5,
35
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
36
+ ]
37
+ }
38
+ move_forward={
39
+ "deadzone": 0.5,
40
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
41
+ ]
42
+ }
43
+ move_backward={
44
+ "deadzone": 0.5,
45
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
46
+ ]
47
+ }
48
+
49
+ [layer_names]
50
+
51
+ 3d_physics/layer_1="PLAYER"
52
+ 3d_physics/layer_2="ENEMY"
53
+ 3d_physics/layer_3="WORLD"
54
+ 3d_physics/layer_4="FOOD"
55
+ 3d_physics/layer_5="DANGER"
56
+
57
+ [rendering]
58
+
59
+ anti_aliasing/quality/msaa_3d=1
test_deque.gd ADDED
@@ -0,0 +1,48 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node
2
+
3
+ func _ready():
4
+ test_max_size()
5
+ test_push_and_pop()
6
+ test_iteration()
7
+
8
+ func test_max_size():
9
+ print("Testing max_size...")
10
+ var d = Deque.new()
11
+ d.max_size = 3
12
+
13
+ d.push_back(1)
14
+ d.push_back(2)
15
+ d.push_back(3)
16
+ d.push_back(4)
17
+ assert(d.size() == 3)
18
+ assert(d.front() == 2)
19
+ assert(d.back() == 4)
20
+ print("Max size test passed!")
21
+
22
+ func test_push_and_pop():
23
+ print("Testing push and pop...")
24
+ var d = Deque.new()
25
+
26
+ d.push_back(1)
27
+ d.push_back(2)
28
+ d.push_front(0)
29
+ assert(d.pop_back() == 2)
30
+ assert(d.pop_front() == 0)
31
+ assert(d.front() == 1)
32
+ assert(d.back() == 1)
33
+ print("Push and pop test passed!")
34
+
35
+ func test_iteration():
36
+ print("Testing iteration...")
37
+ var d = Deque.new()
38
+ d.max_size = 3
39
+ d.push_back(1)
40
+ d.push_back(2)
41
+ d.push_back(3)
42
+ d.push_back(4)
43
+
44
+ var sum = 0
45
+ for item in d:
46
+ sum += item
47
+ assert(sum == 9)
48
+ print("Iteration test passed!")