diff --git a/.gitignore b/.gitignore
index ddcbc2f..b5e9975 100644
--- a/.gitignore
+++ b/.gitignore
@@ -20,3 +20,4 @@ builds/
# Blender
*.blend1
+*.tmp
diff --git a/examples/Ship2D/.gitattributes b/examples/Ship2D/.gitattributes
new file mode 100644
index 0000000..8ad74f7
--- /dev/null
+++ b/examples/Ship2D/.gitattributes
@@ -0,0 +1,2 @@
+# Normalize EOL for all files that Git considers text files.
+* text=auto eol=lf
diff --git a/examples/Ship2D/.gitignore b/examples/Ship2D/.gitignore
new file mode 100644
index 0000000..0af181c
--- /dev/null
+++ b/examples/Ship2D/.gitignore
@@ -0,0 +1,3 @@
+# Godot 4+ specific ignores
+.godot/
+/android/
diff --git a/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_2d.gd b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_2d.gd
new file mode 100644
index 0000000..06d928b
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_2d.gd
@@ -0,0 +1,136 @@
+extends Node2D
+class_name AIController2D
+
+enum ControlModes {
+ INHERIT_FROM_SYNC, ## Inherit setting from sync node
+ HUMAN, ## Test the environment manually
+ TRAINING, ## Train a model
+ ONNX_INFERENCE, ## Load a pretrained model using an .onnx file
+ RECORD_EXPERT_DEMOS ## Record observations and actions for expert demonstrations
+}
+@export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
+## The path to a trained .onnx model file to use for inference (overrides the path set in sync node).
+@export var onnx_model_path := ""
+## Once the number of steps has passed, the flag 'needs_reset' will be set to 'true' for this instance.
+@export var reset_after := 1000
+
+@export_group("Record expert demos mode options")
+## Path where the demos will be saved. The file can later be used for imitation learning.
+@export var expert_demo_save_path: String
+## The action that erases the last recorded episode from the currently recorded data.
+@export var remove_last_episode_key: InputEvent
+## Action will be repeated for n frames. Will introduce control lag if larger than 1.
+## Can be used to ensure that action_repeat on inference and training matches
+## the recorded demonstrations.
+@export var action_repeat: int = 1
+
+@export_group("Multi-policy mode options")
+## Allows you to set certain agents to use different policies.
+## Changing has no effect with default SB3 training. Works with Rllib example.
+## Tutorial: https://github.com/edbeeching/godot_rl_agents/blob/main/docs/TRAINING_MULTIPLE_POLICIES.md
+@export var policy_name: String = "shared_policy"
+
+var onnx_model: ONNXModel
+
+var heuristic := "human"
+var done := false
+var reward := 0.0
+var n_steps := 0
+var needs_reset := false
+
+var _player: Node2D
+
+
+func _ready():
+ add_to_group("AGENT")
+
+
+func init(player: Node2D):
+ _player = player
+
+
+#region Methods that need implementing using the "extend script" option in Godot
+func get_obs() -> Dictionary:
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
+ return {"obs": []}
+
+
+func get_reward() -> float:
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
+ return 0.0
+
+
+func get_action_space() -> Dictionary:
+ assert(
+ false, "the get_action_space method is not implemented when extending from ai_controller"
+ )
+ return {
+ "example_actions_continous": {"size": 2, "action_type": "continuous"},
+ "example_actions_discrete": {"size": 2, "action_type": "discrete"},
+ }
+
+
+func set_action(action) -> void:
+ assert(false, "the set_action method is not implemented when extending from ai_controller")
+
+
+#endregion
+
+
+#region Methods that sometimes need implementing using the "extend script" option in Godot
+# Only needed if you are recording expert demos with this AIController
+func get_action() -> Array:
+ assert(
+ false,
+ "the get_action method is not implemented in extended AIController but demo_recorder is used"
+ )
+ return []
+
+
+# For providing additional info (e.g. `is_success` for SB3 training)
+func get_info() -> Dictionary:
+ return {}
+
+
+#endregion
+
+
+func _physics_process(delta):
+ n_steps += 1
+ if n_steps > reset_after:
+ needs_reset = true
+
+
+func get_obs_space():
+ # may need overriding if the obs space is complex
+ var obs = get_obs()
+ return {
+ "obs": {"size": [len(obs["obs"])], "space": "box"},
+ }
+
+
+func reset():
+ n_steps = 0
+ needs_reset = false
+
+
+func reset_if_done():
+ if done:
+ reset()
+
+
+func set_heuristic(h):
+ # sets the heuristic from "human" or "model" nothing to change here
+ heuristic = h
+
+
+func get_done():
+ return done
+
+
+func set_done_false():
+ done = false
+
+
+func zero_reward():
+ reward = 0.0
diff --git a/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_2d.gd.uid b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_2d.gd.uid
new file mode 100644
index 0000000..c41de21
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_2d.gd.uid
@@ -0,0 +1 @@
+uid://j72k8nt8vkha
diff --git a/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_3d.gd b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_3d.gd
new file mode 100644
index 0000000..61a0529
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_3d.gd
@@ -0,0 +1,136 @@
+extends Node3D
+class_name AIController3D
+
+enum ControlModes {
+ INHERIT_FROM_SYNC, ## Inherit setting from sync node
+ HUMAN, ## Test the environment manually
+ TRAINING, ## Train a model
+ ONNX_INFERENCE, ## Load a pretrained model using an .onnx file
+ RECORD_EXPERT_DEMOS ## Record observations and actions for expert demonstrations
+}
+@export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
+## The path to a trained .onnx model file to use for inference (overrides the path set in sync node).
+@export var onnx_model_path := ""
+## Once the number of steps has passed, the flag 'needs_reset' will be set to 'true' for this instance.
+@export var reset_after := 1000
+
+@export_group("Record expert demos mode options")
+## Path where the demos will be saved. The file can later be used for imitation learning.
+@export var expert_demo_save_path: String
+## The action that erases the last recorded episode from the currently recorded data.
+@export var remove_last_episode_key: InputEvent
+## Action will be repeated for n frames. Will introduce control lag if larger than 1.
+## Can be used to ensure that action_repeat on inference and training matches
+## the recorded demonstrations.
+@export var action_repeat: int = 1
+
+@export_group("Multi-policy mode options")
+## Allows you to set certain agents to use different policies.
+## Changing has no effect with default SB3 training. Works with Rllib example.
+## Tutorial: https://github.com/edbeeching/godot_rl_agents/blob/main/docs/TRAINING_MULTIPLE_POLICIES.md
+@export var policy_name: String = "shared_policy"
+
+var onnx_model: ONNXModel
+
+var heuristic := "human"
+var done := false
+var reward := 0.0
+var n_steps := 0
+var needs_reset := false
+
+var _player: Node3D
+
+
+func _ready():
+ add_to_group("AGENT")
+
+
+func init(player: Node3D):
+ _player = player
+
+
+#region Methods that need implementing using the "extend script" option in Godot
+func get_obs() -> Dictionary:
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
+ return {"obs": []}
+
+
+func get_reward() -> float:
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
+ return 0.0
+
+
+func get_action_space() -> Dictionary:
+ assert(
+ false, "the get_action_space method is not implemented when extending from ai_controller"
+ )
+ return {
+ "example_actions_continous": {"size": 2, "action_type": "continuous"},
+ "example_actions_discrete": {"size": 2, "action_type": "discrete"},
+ }
+
+
+func set_action(action) -> void:
+ assert(false, "the set_action method is not implemented when extending from ai_controller")
+
+
+#endregion
+
+
+#region Methods that sometimes need implementing using the "extend script" option in Godot
+# Only needed if you are recording expert demos with this AIController
+func get_action() -> Array:
+ assert(
+ false,
+ "the get_action method is not implemented in extended AIController but demo_recorder is used"
+ )
+ return []
+
+
+# For providing additional info (e.g. `is_success` for SB3 training)
+func get_info() -> Dictionary:
+ return {}
+
+
+#endregion
+
+
+func _physics_process(delta):
+ n_steps += 1
+ if n_steps > reset_after:
+ needs_reset = true
+
+
+func get_obs_space():
+ # may need overriding if the obs space is complex
+ var obs = get_obs()
+ return {
+ "obs": {"size": [len(obs["obs"])], "space": "box"},
+ }
+
+
+func reset():
+ n_steps = 0
+ needs_reset = false
+
+
+func reset_if_done():
+ if done:
+ reset()
+
+
+func set_heuristic(h):
+ # sets the heuristic from "human" or "model" nothing to change here
+ heuristic = h
+
+
+func get_done():
+ return done
+
+
+func set_done_false():
+ done = false
+
+
+func zero_reward():
+ reward = 0.0
diff --git a/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_3d.gd.uid b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_3d.gd.uid
new file mode 100644
index 0000000..3345e9d
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/controller/ai_controller_3d.gd.uid
@@ -0,0 +1 @@
+uid://bs4t5ytckrlem
diff --git a/examples/Ship2D/addons/godot_rl_agents/godot_rl_agents.gd b/examples/Ship2D/addons/godot_rl_agents/godot_rl_agents.gd
new file mode 100644
index 0000000..e4fe136
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/godot_rl_agents.gd
@@ -0,0 +1,16 @@
+@tool
+extends EditorPlugin
+
+
+func _enter_tree():
+ # Initialization of the plugin goes here.
+ # Add the new type with a name, a parent type, a script and an icon.
+ add_custom_type("Sync", "Node", preload("sync.gd"), preload("icon.png"))
+ #add_custom_type("RaycastSensor2D2", "Node", preload("raycast_sensor_2d.gd"), preload("icon.png"))
+
+
+func _exit_tree():
+ # Clean-up of the plugin goes here.
+ # Always remember to remove it from the engine when deactivated.
+ remove_custom_type("Sync")
+ #remove_custom_type("RaycastSensor2D2")
diff --git a/examples/Ship2D/addons/godot_rl_agents/godot_rl_agents.gd.uid b/examples/Ship2D/addons/godot_rl_agents/godot_rl_agents.gd.uid
new file mode 100644
index 0000000..50466f7
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/godot_rl_agents.gd.uid
@@ -0,0 +1 @@
+uid://b18rfkoomxxad
diff --git a/examples/Ship2D/addons/godot_rl_agents/icon.png b/examples/Ship2D/addons/godot_rl_agents/icon.png
new file mode 100644
index 0000000..fd8190e
Binary files /dev/null and b/examples/Ship2D/addons/godot_rl_agents/icon.png differ
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs
new file mode 100644
index 0000000..ec845ed
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs
@@ -0,0 +1,115 @@
+using Godot;
+using Microsoft.ML.OnnxRuntime;
+using Microsoft.ML.OnnxRuntime.Tensors;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace GodotONNX
+{
+ ///
+ public partial class ONNXInference : GodotObject
+ {
+
+ private InferenceSession session;
+ ///
+ /// Path to the ONNX model. Use Initialize to change it.
+ ///
+ private string modelPath;
+ private int batchSize;
+
+ private SessionOptions SessionOpt;
+
+ ///
+ /// init function
+ ///
+ ///
+ ///
+ /// Returns the output size of the model
+ public int Initialize(string Path, int BatchSize)
+ {
+ modelPath = Path;
+ batchSize = BatchSize;
+ SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
+ session = LoadModel(modelPath);
+ return session.OutputMetadata["output"].Dimensions[1];
+ }
+
+
+ ///
+ public Godot.Collections.Dictionary> RunInference(Godot.Collections.Dictionary> obs, int state_ins)
+ {
+ //Current model: Any (Godot Rl Agents)
+ //Expects a tensor of shape [batch_size, input_size] type float for any output of the agents observation dictionary and a tensor of shape [batch_size] type float named state_ins
+
+ var modelInputsList = new List
+ {
+ NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor(new float[] { state_ins }, new int[] { batchSize }))
+ };
+ foreach (var key in obs.Keys)
+ {
+ var subObs = obs[key];
+ // Fill the input tensors for each key of the observation
+ // create span of observation from specific inputSize
+ var obsData = new float[subObs.Count]; //There's probably a better way to do this
+ for (int i = 0; i < subObs.Count; i++)
+ {
+ obsData[i] = subObs[i];
+ }
+ modelInputsList.Add(
+ NamedOnnxValue.CreateFromTensor(key, new DenseTensor(obsData, new int[] { batchSize, subObs.Count }))
+ );
+ }
+
+ IReadOnlyCollection outputNames = new List { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
+
+ IDisposableReadOnlyCollection results;
+ //We do not use "using" here so we get a better exception explaination later
+ try
+ {
+ results = session.Run(modelInputsList, outputNames);
+ }
+ catch (OnnxRuntimeException e)
+ {
+ //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
+ GD.Print("Error at inference: ", e);
+ return null;
+ }
+ //Can't convert IEnumerable to Variant, so we have to convert it to an array or something
+ Godot.Collections.Dictionary> output = new Godot.Collections.Dictionary>();
+ DisposableNamedOnnxValue output1 = results.First();
+ DisposableNamedOnnxValue output2 = results.Last();
+ Godot.Collections.Array output1Array = new Godot.Collections.Array();
+ Godot.Collections.Array output2Array = new Godot.Collections.Array();
+
+ foreach (float f in output1.AsEnumerable())
+ {
+ output1Array.Add(f);
+ }
+
+ foreach (float f in output2.AsEnumerable())
+ {
+ output2Array.Add(f);
+ }
+
+ output.Add(output1.Name, output1Array);
+ output.Add(output2.Name, output2Array);
+
+ //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
+ results.Dispose();
+ return output;
+ }
+ ///
+ public InferenceSession LoadModel(string Path)
+ {
+ using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
+ byte[] model = file.GetBuffer((int)file.GetLength());
+ //file.Close(); file.Dispose(); //Close the file, then dispose the reference.
+ return new InferenceSession(model, SessionOpt); //Load the model
+ }
+ public void FreeDisposables()
+ {
+ session.Dispose();
+ SessionOpt.Dispose();
+ }
+ }
+}
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs.uid b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs.uid
new file mode 100644
index 0000000..e701913
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs.uid
@@ -0,0 +1 @@
+uid://dlwgh87fsvfk7
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs
new file mode 100644
index 0000000..ad7a41c
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs
@@ -0,0 +1,131 @@
+using Godot;
+using Microsoft.ML.OnnxRuntime;
+
+namespace GodotONNX
+{
+ ///
+
+ public static class SessionConfigurator
+ {
+ public enum ComputeName
+ {
+ CUDA,
+ ROCm,
+ DirectML,
+ CoreML,
+ CPU
+ }
+
+ ///
+ public static SessionOptions MakeConfiguredSessionOptions()
+ {
+ SessionOptions sessionOptions = new();
+ SetOptions(sessionOptions);
+ return sessionOptions;
+ }
+
+ private static void SetOptions(SessionOptions sessionOptions)
+ {
+ sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
+ ApplySystemSpecificOptions(sessionOptions);
+ }
+
+ ///
+ static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
+ {
+ //Most code for this function is verbose only, the only reason it exists is to track
+ //implementation progress of the different compute APIs.
+
+ //December 2022: CUDA is not working.
+
+ string OSName = OS.GetName(); //Get OS Name
+
+ //ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
+ // //TODO: Get CPU architecture
+
+ //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
+ //Windows can use OpenVINO (C#) on x64
+ //TODO: try TensorRT instead of CUDA
+ //TODO: Use OpenVINO for Intel Graphics
+
+ // Temporarily using CPU on all platforms to avoid errors detected with DML
+ ComputeName ComputeAPI = ComputeName.CPU;
+
+ //match OS and Compute API
+ GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
+
+ // CPU is set by default without appending necessary
+ // sessionOptions.AppendExecutionProvider_CPU(0);
+
+ /*
+ switch (OSName)
+ {
+ case "Windows": //Can use CUDA, DirectML
+ if (ComputeAPI is ComputeName.CUDA)
+ {
+ //CUDA
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
+ //sessionOptions.AppendExecutionProvider_DML(0);
+ }
+ else if (ComputeAPI is ComputeName.DirectML)
+ {
+ //DirectML
+ //sessionOptions.AppendExecutionProvider_DML(0);
+ }
+ break;
+ case "X11": //Can use CUDA, ROCm
+ if (ComputeAPI is ComputeName.CUDA)
+ {
+ //CUDA
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
+ }
+ if (ComputeAPI is ComputeName.ROCm)
+ {
+ //ROCm, only works on x86
+ //Research indicates that this has to be compiled as a GDNative plugin
+ //GD.Print("ROCm not supported yet, using CPU.");
+ //sessionOptions.AppendExecutionProvider_CPU(0);
+ }
+ break;
+ case "macOS": //Can use CoreML
+ if (ComputeAPI is ComputeName.CoreML)
+ { //CoreML
+ //TODO: Needs testing
+ //sessionOptions.AppendExecutionProvider_CoreML(0);
+ //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
+ }
+ break;
+ default:
+ GD.Print("OS not Supported.");
+ break;
+ }
+ */
+ }
+
+
+ ///
+ public static ComputeName ComputeCheck()
+ {
+ string adapterName = Godot.RenderingServer.GetVideoAdapterName();
+ //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
+ adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
+ //TODO: GPU vendors for MacOS, what do they even use these days?
+
+ if (adapterName.Contains("INTEL"))
+ {
+ return ComputeName.DirectML;
+ }
+ if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
+ {
+ return ComputeName.DirectML;
+ }
+ if (adapterName.Contains("NVIDIA"))
+ {
+ return ComputeName.CUDA;
+ }
+
+ GD.Print("Graphics Card not recognized."); //Should use CPU
+ return ComputeName.CPU;
+ }
+ }
+}
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs.uid b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs.uid
new file mode 100644
index 0000000..5749449
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs.uid
@@ -0,0 +1 @@
+uid://c5p5v4ds4vq6i
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml
new file mode 100644
index 0000000..91b07d6
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml
@@ -0,0 +1,31 @@
+
+
+
+
+ The main ONNXInference Class that handles the inference process.
+
+
+
+
+ Starts the inference process.
+
+ Path to the ONNX model, expects a path inside resources.
+ How many observations will the model recieve.
+
+
+
+ Runs the given input through the model and returns the output.
+
+ Dictionary containing all observations.
+ How many different agents are creating these observations.
+ A Dictionary of arrays, containing instructions based on the observations.
+
+
+
+ Loads the given model into the inference process, using the best Execution provider available.
+
+ Path to the ONNX model, expects a path inside resources.
+ InferenceSession ready to run.
+
+
+
\ No newline at end of file
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml
new file mode 100644
index 0000000..f160c02
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml
@@ -0,0 +1,29 @@
+
+
+
+
+ The main SessionConfigurator Class that handles the execution options and providers for the inference process.
+
+
+
+
+ Creates a SessionOptions with all available execution providers.
+
+ SessionOptions with all available execution providers.
+
+
+
+ Appends any execution provider available in the current system.
+
+
+ This function is mainly verbose for tracking implementation progress of different compute APIs.
+
+
+
+
+ Checks for available GPUs.
+
+ An integer identifier for each compute platform.
+
+
+
\ No newline at end of file
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd b/examples/Ship2D/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd
new file mode 100644
index 0000000..7d29a03
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd
@@ -0,0 +1,51 @@
+extends Resource
+class_name ONNXModel
+var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
+
+var inferencer = null
+
+## How many action values the model outputs
+var action_output_size: int
+
+## Used to differentiate models
+## that only output continuous action mean (e.g. sb3, cleanrl export)
+## versus models that output mean and logstd (e.g. rllib export)
+var action_means_only: bool
+
+## Whether action_means_value has been set already for this model
+var action_means_only_set: bool
+
+# Must provide the path to the model and the batch size
+func _init(model_path, batch_size):
+ inferencer = inferencer_script.new()
+ action_output_size = inferencer.Initialize(model_path, batch_size)
+
+# This function is the one that will be called from the game,
+# requires the observations as an Dictionary and the state_ins as an int
+# returns a Dictionary containing the action the model takes.
+func run_inference(obs: Dictionary, state_ins: int) -> Dictionary:
+ if inferencer == null:
+ printerr("Inferencer not initialized")
+ return {}
+ return inferencer.RunInference(obs, state_ins)
+
+
+func _notification(what):
+ if what == NOTIFICATION_PREDELETE:
+ inferencer.FreeDisposables()
+ inferencer.free()
+
+# Check whether agent uses a continuous actions model with only action means or not
+func set_action_means_only(agent_action_space):
+ action_means_only_set = true
+ var continuous_only: bool = true
+ var continuous_actions: int
+ for action in agent_action_space:
+ if not agent_action_space[action]["action_type"] == "continuous":
+ continuous_only = false
+ break
+ else:
+ continuous_actions += agent_action_space[action]["size"]
+ if continuous_only:
+ if continuous_actions == action_output_size:
+ action_means_only = true
diff --git a/examples/Ship2D/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd.uid b/examples/Ship2D/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd.uid
new file mode 100644
index 0000000..5fbb2c4
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd.uid
@@ -0,0 +1 @@
+uid://c5moyrpqt6o13
diff --git a/examples/Ship2D/addons/godot_rl_agents/plugin.cfg b/examples/Ship2D/addons/godot_rl_agents/plugin.cfg
new file mode 100644
index 0000000..b1bc988
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/plugin.cfg
@@ -0,0 +1,7 @@
+[plugin]
+
+name="GodotRLAgents"
+description="Custom nodes for the godot rl agents toolkit "
+author="Edward Beeching"
+version="0.1"
+script="godot_rl_agents.gd"
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward2D.gd b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward2D.gd
new file mode 100644
index 0000000..c4aab2a
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward2D.gd
@@ -0,0 +1,30 @@
+extends RewardFunction2D
+class_name ApproachNodeReward2D
+
+## Calculates the reward for approaching node
+## a reward is only added when the agent reaches a new
+## best distance to the target object.
+
+## Best distance reward will be calculated for this object
+@export var target_node: Node2D
+
+## Scales the reward, 1.0 means the reward is equal to
+## how much closer the agent is than the previous best.
+@export_range(0.0, 1.0, 0.0001, "or_greater") var reward_scale: float = 1.0
+
+var _best_distance
+
+
+func get_reward() -> float:
+ var reward := 0.0
+ var current_distance := global_position.distance_to(target_node.global_position)
+ if not _best_distance:
+ _best_distance = current_distance
+ if current_distance < _best_distance:
+ reward = (_best_distance - current_distance) * reward_scale
+ _best_distance = current_distance
+ return reward
+
+
+func reset():
+ _best_distance = null
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward2D.gd.uid
new file mode 100644
index 0000000..45aeb4d
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward2D.gd.uid
@@ -0,0 +1 @@
+uid://d0wljq0650h6d
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward3D.gd b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward3D.gd
new file mode 100644
index 0000000..d83fb4a
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward3D.gd
@@ -0,0 +1,30 @@
+extends RewardFunction3D
+class_name ApproachNodeReward3D
+
+## Calculates the reward for approaching node
+## a reward is only added when the agent reaches a new
+## best distance to the target object.
+
+## Best distance reward will be calculated for this object
+@export var target_node: Node3D
+
+## Scales the reward, 1.0 means the reward is equal to
+## how much closer the agent is than the previous best.
+@export_range(0.0, 1.0, 0.0001, "or_greater") var reward_scale: float = 1.0
+
+var _best_distance
+
+
+func get_reward() -> float:
+ var reward := 0.0
+ var current_distance := global_position.distance_to(target_node.global_position)
+ if not _best_distance:
+ _best_distance = current_distance
+ if current_distance < _best_distance:
+ reward = (_best_distance - current_distance) * reward_scale
+ _best_distance = current_distance
+ return reward
+
+
+func reset():
+ _best_distance = null
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward3D.gd.uid
new file mode 100644
index 0000000..bc4f1fc
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/ApproachNodeReward3D.gd.uid
@@ -0,0 +1 @@
+uid://u0v82fqc1qu1
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction2D.gd b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction2D.gd
new file mode 100644
index 0000000..0285f78
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction2D.gd
@@ -0,0 +1,10 @@
+extends Node2D
+class_name RewardFunction2D
+
+
+func get_reward():
+ return 0.0
+
+
+func reset():
+ return
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction2D.gd.uid
new file mode 100644
index 0000000..ebb6a0b
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction2D.gd.uid
@@ -0,0 +1 @@
+uid://t4n8u2axlhy
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction3D.gd b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction3D.gd
new file mode 100644
index 0000000..87da5f9
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction3D.gd
@@ -0,0 +1,10 @@
+extends Node3D
+class_name RewardFunction3D
+
+
+func get_reward():
+ return 0.0
+
+
+func reset():
+ return
diff --git a/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction3D.gd.uid
new file mode 100644
index 0000000..d2f87f4
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/rewards/RewardFunction3D.gd.uid
@@ -0,0 +1 @@
+uid://08atf5btym8i
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn
new file mode 100644
index 0000000..5edb6c7
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn
@@ -0,0 +1,48 @@
+[gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
+
+[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
+
+[sub_resource type="GDScript" id="2"]
+script/source = "extends Node2D
+
+
+
+func _physics_process(delta: float) -> void:
+ print(\"step start\")
+
+"
+
+[sub_resource type="GDScript" id="1"]
+script/source = "extends RayCast2D
+
+var steps = 1
+
+func _physics_process(delta: float) -> void:
+ print(\"processing raycast\")
+ steps += 1
+ if steps % 2:
+ force_raycast_update()
+
+ print(is_colliding())
+"
+
+[sub_resource type="CircleShape2D" id="3"]
+
+[node name="ExampleRaycastSensor2D" type="Node2D"]
+script = SubResource("2")
+
+[node name="ExampleAgent" type="Node2D" parent="."]
+position = Vector2(573, 314)
+rotation = 0.286234
+
+[node name="RaycastSensor2D" type="Node2D" parent="ExampleAgent"]
+script = ExtResource("1")
+
+[node name="TestRayCast2D" type="RayCast2D" parent="."]
+script = SubResource("1")
+
+[node name="StaticBody2D" type="StaticBody2D" parent="."]
+position = Vector2(1, 52)
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
+shape = SubResource("3")
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd
new file mode 100644
index 0000000..48b132e
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd
@@ -0,0 +1,235 @@
+@tool
+extends ISensor2D
+class_name GridSensor2D
+
+@export var debug_view := false:
+ get:
+ return debug_view
+ set(value):
+ debug_view = value
+ _update()
+
+@export_flags_2d_physics var detection_mask := 0:
+ get:
+ return detection_mask
+ set(value):
+ detection_mask = value
+ _update()
+
+@export var collide_with_areas := false:
+ get:
+ return collide_with_areas
+ set(value):
+ collide_with_areas = value
+ _update()
+
+@export var collide_with_bodies := true:
+ get:
+ return collide_with_bodies
+ set(value):
+ collide_with_bodies = value
+ _update()
+
+@export_range(1, 200, 0.1) var cell_width := 20.0:
+ get:
+ return cell_width
+ set(value):
+ cell_width = value
+ _update()
+
+@export_range(1, 200, 0.1) var cell_height := 20.0:
+ get:
+ return cell_height
+ set(value):
+ cell_height = value
+ _update()
+
+@export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
+ get:
+ return grid_size_x
+ set(value):
+ grid_size_x = value
+ _update()
+
+@export_range(1, 21, 2, "or_greater") var grid_size_y := 3:
+ get:
+ return grid_size_y
+ set(value):
+ grid_size_y = value
+ _update()
+
+var _obs_buffer: PackedFloat64Array
+var _rectangle_shape: RectangleShape2D
+var _collision_mapping: Dictionary
+var _n_layers_per_cell: int
+
+var _highlighted_cell_color: Color
+var _standard_cell_color: Color
+
+
+func get_observation():
+ return _obs_buffer
+
+
+func _update():
+ if Engine.is_editor_hint():
+ if is_node_ready():
+ _spawn_nodes()
+
+
+func _ready() -> void:
+ _set_colors()
+
+ if Engine.is_editor_hint():
+ if get_child_count() == 0:
+ _spawn_nodes()
+ else:
+ _spawn_nodes()
+
+
+func _set_colors() -> void:
+ _standard_cell_color = Color(100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
+ _highlighted_cell_color = Color(255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
+
+
+func _get_collision_mapping() -> Dictionary:
+ # defines which layer is mapped to which cell obs index
+ var total_bits = 0
+ var collision_mapping = {}
+ for i in 32:
+ var bit_mask = 2 ** i
+ if (detection_mask & bit_mask) > 0:
+ collision_mapping[i] = total_bits
+ total_bits += 1
+
+ return collision_mapping
+
+
+func _spawn_nodes():
+ for cell in get_children():
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
+ cell.queue_free()
+
+ _collision_mapping = _get_collision_mapping()
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
+ # allocate memory for the observations
+ _n_layers_per_cell = len(_collision_mapping)
+ _obs_buffer = PackedFloat64Array()
+ _obs_buffer.resize(grid_size_x * grid_size_y * _n_layers_per_cell)
+ _obs_buffer.fill(0)
+ #prints(len(_obs_buffer), _obs_buffer )
+
+ _rectangle_shape = RectangleShape2D.new()
+ _rectangle_shape.set_size(Vector2(cell_width, cell_height))
+
+ var shift := Vector2(
+ -(grid_size_x / 2) * cell_width,
+ -(grid_size_y / 2) * cell_height,
+ )
+
+ for i in grid_size_x:
+ for j in grid_size_y:
+ var cell_position = Vector2(i * cell_width, j * cell_height) + shift
+ _create_cell(i, j, cell_position)
+
+
+func _create_cell(i: int, j: int, position: Vector2):
+ var cell := Area2D.new()
+ cell.position = position
+ cell.name = "GridCell %s %s" % [i, j]
+ cell.modulate = _standard_cell_color
+
+ if collide_with_areas:
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
+
+ if collide_with_bodies:
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
+
+ cell.collision_layer = 0
+ cell.collision_mask = detection_mask
+ cell.monitorable = true
+ add_child(cell)
+ cell.set_owner(get_tree().edited_scene_root)
+
+ var col_shape := CollisionShape2D.new()
+ col_shape.shape = _rectangle_shape
+ col_shape.name = "CollisionShape2D"
+ cell.add_child(col_shape)
+ col_shape.set_owner(get_tree().edited_scene_root)
+
+ if debug_view:
+ var quad = MeshInstance2D.new()
+ quad.name = "MeshInstance2D"
+ var quad_mesh = QuadMesh.new()
+
+ quad_mesh.set_size(Vector2(cell_width, cell_height))
+
+ quad.mesh = quad_mesh
+ cell.add_child(quad)
+ quad.set_owner(get_tree().edited_scene_root)
+
+
+func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
+ for key in _collision_mapping:
+ var bit_mask = 2 ** key
+ if (collision_layer & bit_mask) > 0:
+ var collison_map_index = _collision_mapping[key]
+
+ var obs_index = (
+ (cell_i * grid_size_y * _n_layers_per_cell)
+ + (cell_j * _n_layers_per_cell)
+ + collison_map_index
+ )
+ #prints(obs_index, cell_i, cell_j)
+ if entered:
+ _obs_buffer[obs_index] += 1
+ else:
+ _obs_buffer[obs_index] -= 1
+
+
+func _toggle_cell(cell_i: int, cell_j: int):
+ var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
+
+ if cell == null:
+ print("cell not found, returning")
+
+ var n_hits = 0
+ var start_index = (cell_i * grid_size_y * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
+ for i in _n_layers_per_cell:
+ n_hits += _obs_buffer[start_index + i]
+
+ if n_hits > 0:
+ cell.modulate = _highlighted_cell_color
+ else:
+ cell.modulate = _standard_cell_color
+
+
+func _on_cell_area_entered(area: Area2D, cell_i: int, cell_j: int):
+ #prints("_on_cell_area_entered", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
+ #print(_obs_buffer)
+
+
+func _on_cell_area_exited(area: Area2D, cell_i: int, cell_j: int):
+ #prints("_on_cell_area_exited", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
+
+
+func _on_cell_body_entered(body: Node2D, cell_i: int, cell_j: int):
+ #prints("_on_cell_body_entered", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
+
+
+func _on_cell_body_exited(body: Node2D, cell_i: int, cell_j: int):
+ #prints("_on_cell_body_exited", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd.uid
new file mode 100644
index 0000000..de00b51
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd.uid
@@ -0,0 +1 @@
+uid://de4ygcq4turad
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd
new file mode 100644
index 0000000..67669a1
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd
@@ -0,0 +1,25 @@
+extends Node2D
+class_name ISensor2D
+
+var _obs: Array = []
+var _active := false
+
+
+func get_observation():
+ pass
+
+
+func activate():
+ _active = true
+
+
+func deactivate():
+ _active = false
+
+
+func _update_observation():
+ pass
+
+
+func reset():
+ pass
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd.uid
new file mode 100644
index 0000000..ba6d861
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd.uid
@@ -0,0 +1 @@
+uid://g1hq3jnyoum7
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/PositionSensor2D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/PositionSensor2D.gd
new file mode 100644
index 0000000..34ed435
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/PositionSensor2D.gd
@@ -0,0 +1,65 @@
+extends ISensor2D
+class_name PositionSensor2D
+
+@export var objects_to_observe: Array[Node2D]
+
+## Whether to include relative x position in obs
+@export var include_x := true
+## Whether to include relative y position in obs
+@export var include_y := true
+
+## Max distance, values in obs will be normalized,
+## 0 will represent the closest distance possible, and 1 the farthest.
+## Do not use a much larger value than needed, as it would make the obs
+## very small after normalization.
+@export_range(0.01, 20_000) var max_distance := 1.0
+
+@export var use_separate_direction: bool = false
+
+@export var debug_lines: bool = true
+@export var debug_color: Color = Color.GREEN
+
+@onready var line: Line2D
+
+
+func _ready() -> void:
+ if debug_lines:
+ line = Line2D.new()
+ add_child(line)
+ line.width = 1
+ line.default_color = debug_color
+
+func get_observation():
+ var observations: Array[float]
+
+ if debug_lines:
+ line.clear_points()
+
+ for obj in objects_to_observe:
+ var relative_position := Vector2.ZERO
+
+ ## If object has been removed, keep the zeroed position
+ if is_instance_valid(obj): relative_position = to_local(obj.global_position)
+
+ if debug_lines:
+ line.add_point(Vector2.ZERO)
+ line.add_point(relative_position)
+
+ var direction := Vector2.ZERO
+ var distance := 0.0
+ if use_separate_direction:
+ direction = relative_position.normalized()
+ distance = min(relative_position.length() / max_distance, 1.0)
+ if include_x:
+ observations.append(direction.x)
+ if include_y:
+ observations.append(direction.y)
+ observations.append(distance)
+ else:
+ relative_position = relative_position.limit_length(max_distance) / max_distance
+ if include_x:
+ observations.append(relative_position.x)
+ if include_y:
+ observations.append(relative_position.y)
+
+ return observations
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/PositionSensor2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/PositionSensor2D.gd.uid
new file mode 100644
index 0000000..282581c
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/PositionSensor2D.gd.uid
@@ -0,0 +1 @@
+uid://chtm8dxxej22l
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd
new file mode 100644
index 0000000..3afe39c
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd
@@ -0,0 +1,77 @@
+extends Node2D
+class_name RGBCameraSensor2D
+var camera_pixels = null
+
+@export var camera_zoom_factor := Vector2(0.1, 0.1)
+@onready var camera := $SubViewport/Camera
+@onready var preview_window := $Control
+@onready var camera_texture := $Control/CameraTexture as Sprite2D
+@onready var processed_texture := $Control/ProcessedTexture as Sprite2D
+@onready var sub_viewport := $SubViewport as SubViewport
+@onready var displayed_image: ImageTexture
+
+@export var render_image_resolution := Vector2i(36, 36)
+## Display size does not affect rendered or sent image resolution.
+## Scale is relative to either render image or downscale image resolution
+## depending on which mode is set.
+@export var displayed_image_scale_factor := Vector2i(8, 8)
+
+@export_group("Downscale image options")
+## Enable to downscale the rendered image before sending the obs.
+@export var downscale_image: bool = false
+## If downscale_image is true, will display the downscaled image instead of rendered image.
+@export var display_downscaled_image: bool = true
+## This is the resolution of the image that will be sent after downscaling
+@export var resized_image_resolution := Vector2i(36, 36)
+
+
+func _ready():
+ DisplayServer.register_additional_output(self)
+
+ camera.zoom = camera_zoom_factor
+
+ var preview_size: Vector2
+
+ sub_viewport.world_2d = get_tree().get_root().get_world_2d()
+ sub_viewport.size = render_image_resolution
+ camera_texture.scale = displayed_image_scale_factor
+
+ if downscale_image and display_downscaled_image:
+ camera_texture.visible = false
+ processed_texture.scale = displayed_image_scale_factor
+ preview_size = displayed_image_scale_factor * resized_image_resolution
+ else:
+ processed_texture.visible = false
+ preview_size = displayed_image_scale_factor * render_image_resolution
+
+ preview_window.size = preview_size
+
+
+func get_camera_pixel_encoding():
+ var image := camera_texture.get_texture().get_image() as Image
+
+ if downscale_image:
+ image.resize(
+ resized_image_resolution.x, resized_image_resolution.y, Image.INTERPOLATE_NEAREST
+ )
+ if display_downscaled_image:
+ if not processed_texture.texture:
+ displayed_image = ImageTexture.create_from_image(image)
+ processed_texture.texture = displayed_image
+ else:
+ displayed_image.update(image)
+
+ return image.get_data().hex_encode()
+
+
+func get_camera_shape() -> Array:
+ var size = resized_image_resolution if downscale_image else render_image_resolution
+
+ assert(
+ size.x >= 36 and size.y >= 36,
+ "Camera sensor sent image resolution must be 36x36 or larger."
+ )
+ if sub_viewport.transparent_bg:
+ return [4, size.y, size.x]
+ else:
+ return [3, size.y, size.x]
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd.uid
new file mode 100644
index 0000000..3400a4d
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd.uid
@@ -0,0 +1 @@
+uid://dfeteba88enyi
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.tscn b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.tscn
new file mode 100644
index 0000000..94ab778
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.tscn
@@ -0,0 +1,36 @@
+[gd_scene load_steps=3 format=3 uid="uid://bav1cl8uwc45c"]
+
+[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RGBCameraSensor2D.gd" id="1_txpo2"]
+
+[sub_resource type="ViewportTexture" id="ViewportTexture_jks1s"]
+viewport_path = NodePath("SubViewport")
+
+[node name="RGBCameraSensor2D" type="Node2D"]
+script = ExtResource("1_txpo2")
+displayed_image_scale_factor = Vector2(3, 3)
+
+[node name="RemoteTransform" type="RemoteTransform2D" parent="."]
+remote_path = NodePath("../SubViewport/Camera")
+
+[node name="SubViewport" type="SubViewport" parent="."]
+canvas_item_default_texture_filter = 0
+size = Vector2i(36, 36)
+render_target_update_mode = 4
+
+[node name="Camera" type="Camera2D" parent="SubViewport"]
+position_smoothing_speed = 2.0
+
+[node name="Control" type="Window" parent="."]
+canvas_item_default_texture_filter = 0
+title = "CameraSensor"
+position = Vector2i(20, 40)
+size = Vector2i(64, 64)
+theme_override_font_sizes/title_font_size = 12
+metadata/_edit_use_anchors_ = true
+
+[node name="CameraTexture" type="Sprite2D" parent="Control"]
+texture = SubResource("ViewportTexture_jks1s")
+centered = false
+
+[node name="ProcessedTexture" type="Sprite2D" parent="Control"]
+centered = false
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd
new file mode 100644
index 0000000..9bb54ed
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd
@@ -0,0 +1,118 @@
+@tool
+extends ISensor2D
+class_name RaycastSensor2D
+
+@export_flags_2d_physics var collision_mask := 1:
+ get:
+ return collision_mask
+ set(value):
+ collision_mask = value
+ _update()
+
+@export var collide_with_areas := false:
+ get:
+ return collide_with_areas
+ set(value):
+ collide_with_areas = value
+ _update()
+
+@export var collide_with_bodies := true:
+ get:
+ return collide_with_bodies
+ set(value):
+ collide_with_bodies = value
+ _update()
+
+@export var n_rays := 16.0:
+ get:
+ return n_rays
+ set(value):
+ n_rays = value
+ _update()
+
+@export_range(5, 3000, 5.0) var ray_length := 200:
+ get:
+ return ray_length
+ set(value):
+ ray_length = value
+ _update()
+@export_range(5, 360, 5.0) var cone_width := 360.0:
+ get:
+ return cone_width
+ set(value):
+ cone_width = value
+ _update()
+
+@export var debug_draw := true:
+ get:
+ return debug_draw
+ set(value):
+ debug_draw = value
+ _update()
+
+var _angles = []
+var rays := []
+
+
+func _update():
+ if Engine.is_editor_hint():
+ if debug_draw:
+ _spawn_nodes()
+ else:
+ for ray in get_children():
+ if ray is RayCast2D:
+ remove_child(ray)
+
+
+func _ready() -> void:
+ _spawn_nodes()
+
+
+func _spawn_nodes():
+ for ray in rays:
+ ray.queue_free()
+ rays = []
+
+ _angles = []
+ var step = cone_width / (n_rays)
+ var start = step / 2 - cone_width / 2
+
+ for i in n_rays:
+ var angle = start + i * step
+ var ray = RayCast2D.new()
+ ray.set_target_position(
+ Vector2(ray_length * cos(deg_to_rad(angle)), ray_length * sin(deg_to_rad(angle)))
+ )
+ ray.set_name("node_" + str(i))
+ ray.enabled = false
+ ray.collide_with_areas = collide_with_areas
+ ray.collide_with_bodies = collide_with_bodies
+ ray.collision_mask = collision_mask
+ add_child(ray)
+ rays.append(ray)
+
+ _angles.append(start + i * step)
+
+
+func get_observation() -> Array:
+ return self.calculate_raycasts()
+
+
+func calculate_raycasts() -> Array:
+ var result = []
+ for ray in rays:
+ ray.enabled = true
+ ray.force_raycast_update()
+ var distance = _get_raycast_distance(ray)
+ result.append(distance)
+ ray.enabled = false
+ return result
+
+
+func _get_raycast_distance(ray: RayCast2D) -> float:
+ if !ray.is_colliding():
+ return 0.0
+
+ var distance = (global_position - ray.get_collision_point()).length()
+ distance = clamp(distance, 0.0, ray_length)
+ return (ray_length - distance) / ray_length
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd.uid
new file mode 100644
index 0000000..5f9e6a8
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd.uid
@@ -0,0 +1 @@
+uid://dbdksstuow56x
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn
new file mode 100644
index 0000000..5ca402c
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn
@@ -0,0 +1,7 @@
+[gd_scene load_steps=2 format=3 uid="uid://drvfihk5esgmv"]
+
+[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
+
+[node name="RaycastSensor2D" type="Node2D"]
+script = ExtResource("1")
+n_rays = 17.0
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn
new file mode 100644
index 0000000..a8057c7
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn
@@ -0,0 +1,6 @@
+[gd_scene format=3 uid="uid://biu787qh4woik"]
+
+[node name="ExampleRaycastSensor3D" type="Node3D"]
+
+[node name="Camera3D" type="Camera3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.804183, 0, 2.70146)
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd
new file mode 100644
index 0000000..24de9a4
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd
@@ -0,0 +1,258 @@
+@tool
+extends ISensor3D
+class_name GridSensor3D
+
+@export var debug_view := false:
+ get:
+ return debug_view
+ set(value):
+ debug_view = value
+ _update()
+
+@export_flags_3d_physics var detection_mask := 0:
+ get:
+ return detection_mask
+ set(value):
+ detection_mask = value
+ _update()
+
+@export var collide_with_areas := false:
+ get:
+ return collide_with_areas
+ set(value):
+ collide_with_areas = value
+ _update()
+
+@export var collide_with_bodies := false:
+ # NOTE! The sensor will not detect StaticBody3D, add an area to static bodies to detect them
+ get:
+ return collide_with_bodies
+ set(value):
+ collide_with_bodies = value
+ _update()
+
+@export_range(0.1, 2, 0.1) var cell_width := 1.0:
+ get:
+ return cell_width
+ set(value):
+ cell_width = value
+ _update()
+
+@export_range(0.1, 2, 0.1) var cell_height := 1.0:
+ get:
+ return cell_height
+ set(value):
+ cell_height = value
+ _update()
+
+@export_range(1, 21, 1, "or_greater") var grid_size_x := 3:
+ get:
+ return grid_size_x
+ set(value):
+ grid_size_x = value
+ _update()
+
+@export_range(1, 21, 1, "or_greater") var grid_size_z := 3:
+ get:
+ return grid_size_z
+ set(value):
+ grid_size_z = value
+ _update()
+
+var _obs_buffer: PackedFloat64Array
+var _box_shape: BoxShape3D
+var _collision_mapping: Dictionary
+var _n_layers_per_cell: int
+
+var _highlighted_box_material: StandardMaterial3D
+var _standard_box_material: StandardMaterial3D
+
+
+func get_observation():
+ return _obs_buffer
+
+
+func reset():
+ _obs_buffer.fill(0)
+
+
+func _update():
+ if Engine.is_editor_hint():
+ if is_node_ready():
+ _spawn_nodes()
+
+
+func _ready() -> void:
+ _make_materials()
+
+ if Engine.is_editor_hint():
+ if get_child_count() == 0:
+ _spawn_nodes()
+ else:
+ _spawn_nodes()
+
+
+func _make_materials() -> void:
+ if _highlighted_box_material != null and _standard_box_material != null:
+ return
+
+ _standard_box_material = StandardMaterial3D.new()
+ _standard_box_material.set_transparency(1) # ALPHA
+ _standard_box_material.albedo_color = Color(
+ 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
+ )
+
+ _highlighted_box_material = StandardMaterial3D.new()
+ _highlighted_box_material.set_transparency(1) # ALPHA
+ _highlighted_box_material.albedo_color = Color(
+ 255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
+ )
+
+
+func _get_collision_mapping() -> Dictionary:
+ # defines which layer is mapped to which cell obs index
+ var total_bits = 0
+ var collision_mapping = {}
+ for i in 32:
+ var bit_mask = 2 ** i
+ if (detection_mask & bit_mask) > 0:
+ collision_mapping[i] = total_bits
+ total_bits += 1
+
+ return collision_mapping
+
+
+func _spawn_nodes():
+ for cell in get_children():
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
+ cell.queue_free()
+
+ _collision_mapping = _get_collision_mapping()
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
+ # allocate memory for the observations
+ _n_layers_per_cell = len(_collision_mapping)
+ _obs_buffer = PackedFloat64Array()
+ _obs_buffer.resize(grid_size_x * grid_size_z * _n_layers_per_cell)
+ _obs_buffer.fill(0)
+ #prints(len(_obs_buffer), _obs_buffer )
+
+ _box_shape = BoxShape3D.new()
+ _box_shape.set_size(Vector3(cell_width, cell_height, cell_width))
+
+ var shift := Vector3(
+ -(grid_size_x / 2) * cell_width,
+ 0,
+ -(grid_size_z / 2) * cell_width,
+ )
+
+ for i in grid_size_x:
+ for j in grid_size_z:
+ var cell_position = Vector3(i * cell_width, 0.0, j * cell_width) + shift
+ _create_cell(i, j, cell_position)
+
+
+func _create_cell(i: int, j: int, position: Vector3):
+ var cell := Area3D.new()
+ cell.position = position
+ cell.name = "GridCell %s %s" % [i, j]
+
+ if collide_with_areas:
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
+
+ if collide_with_bodies:
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
+
+# cell.body_shape_entered.connect(_on_cell_body_shape_entered.bind(i, j))
+# cell.body_shape_exited.connect(_on_cell_body_shape_exited.bind(i, j))
+
+ cell.collision_layer = 0
+ cell.collision_mask = detection_mask
+ cell.monitorable = true
+ cell.input_ray_pickable = false
+ add_child(cell)
+ cell.set_owner(get_tree().edited_scene_root)
+
+ var col_shape := CollisionShape3D.new()
+ col_shape.shape = _box_shape
+ col_shape.name = "CollisionShape3D"
+ cell.add_child(col_shape)
+ col_shape.set_owner(get_tree().edited_scene_root)
+
+ if debug_view:
+ var box = MeshInstance3D.new()
+ box.name = "MeshInstance3D"
+ var box_mesh = BoxMesh.new()
+
+ box_mesh.set_size(Vector3(cell_width, cell_height, cell_width))
+ box_mesh.material = _standard_box_material
+
+ box.mesh = box_mesh
+ cell.add_child(box)
+ box.set_owner(get_tree().edited_scene_root)
+
+
+func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
+ for key in _collision_mapping:
+ var bit_mask = 2 ** key
+ if (collision_layer & bit_mask) > 0:
+ var collison_map_index = _collision_mapping[key]
+
+ var obs_index = (
+ (cell_i * grid_size_z * _n_layers_per_cell)
+ + (cell_j * _n_layers_per_cell)
+ + collison_map_index
+ )
+ #prints(obs_index, cell_i, cell_j)
+ if entered:
+ _obs_buffer[obs_index] += 1
+ else:
+ _obs_buffer[obs_index] -= 1
+
+
+func _toggle_cell(cell_i: int, cell_j: int):
+ var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
+
+ if cell == null:
+ print("cell not found, returning")
+
+ var n_hits = 0
+ var start_index = (cell_i * grid_size_z * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
+ for i in _n_layers_per_cell:
+ n_hits += _obs_buffer[start_index + i]
+
+ var cell_mesh = cell.get_node_or_null("MeshInstance3D")
+ if n_hits > 0:
+ cell_mesh.mesh.material = _highlighted_box_material
+ else:
+ cell_mesh.mesh.material = _standard_box_material
+
+
+func _on_cell_area_entered(area: Area3D, cell_i: int, cell_j: int):
+ #prints("_on_cell_area_entered", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
+ #print(_obs_buffer)
+
+
+func _on_cell_area_exited(area: Area3D, cell_i: int, cell_j: int):
+ #prints("_on_cell_area_exited", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
+
+
+func _on_cell_body_entered(body: Node3D, cell_i: int, cell_j: int):
+ #prints("_on_cell_body_entered", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
+
+
+func _on_cell_body_exited(body: Node3D, cell_i: int, cell_j: int):
+ #prints("_on_cell_body_exited", cell_i, cell_j)
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
+ if debug_view:
+ _toggle_cell(cell_i, cell_j)
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd.uid
new file mode 100644
index 0000000..2faea95
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd.uid
@@ -0,0 +1 @@
+uid://pe8q1u14ylyc
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd
new file mode 100644
index 0000000..aca3c2d
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd
@@ -0,0 +1,25 @@
+extends Node3D
+class_name ISensor3D
+
+var _obs: Array = []
+var _active := false
+
+
+func get_observation():
+ pass
+
+
+func activate():
+ _active = true
+
+
+func deactivate():
+ _active = false
+
+
+func _update_observation():
+ pass
+
+
+func reset():
+ pass
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd.uid
new file mode 100644
index 0000000..823e83a
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd.uid
@@ -0,0 +1 @@
+uid://l4ly8hep0va0
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/PositionSensor3D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/PositionSensor3D.gd
new file mode 100644
index 0000000..85fcf03
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/PositionSensor3D.gd
@@ -0,0 +1,79 @@
+extends ISensor3D
+class_name PositionSensor3D
+
+@export var objects_to_observe: Array[Node3D]
+
+## Whether to include relative x position in obs
+@export var include_x := true
+## Whether to include relative y position in obs
+@export var include_y := true
+## Whether to include relative z position in obs
+@export var include_z := true
+
+## Max distance, values in obs will be normalized,
+## 0 will represent the closest distance possible, and 1 the farthest.
+## Do not use a much larger value than needed, as it would make the obs
+## very small after normalization.
+@export_range(0.01, 2_500) var max_distance := 1.0
+
+@export var use_separate_direction: bool = false
+
+@export var debug_lines: bool = true
+@export var debug_color: Color = Color.GREEN
+
+@onready var mesh: ImmediateMesh
+
+
+func _ready() -> void:
+ if debug_lines:
+ var debug_mesh = MeshInstance3D.new()
+ add_child(debug_mesh)
+ var line_material := StandardMaterial3D.new()
+ line_material.albedo_color = debug_color
+ debug_mesh.material_override = line_material
+ debug_mesh.mesh = ImmediateMesh.new()
+ mesh = debug_mesh.mesh
+
+
+func get_observation():
+ var observations: Array[float]
+
+ if debug_lines:
+ mesh.clear_surfaces()
+ mesh.surface_begin(Mesh.PRIMITIVE_LINES)
+ mesh.surface_set_color(debug_color)
+
+ for obj in objects_to_observe:
+ var relative_position := Vector3.ZERO
+
+ ## If object has been removed, keep the zeroed position
+ if is_instance_valid(obj): relative_position = to_local(obj.global_position)
+
+ if debug_lines:
+ mesh.surface_add_vertex(Vector3.ZERO)
+ mesh.surface_add_vertex(relative_position)
+
+ var direction := Vector3.ZERO
+ var distance := 0.0
+ if use_separate_direction:
+ direction = relative_position.normalized()
+ distance = min(relative_position.length() / max_distance, 1.0)
+ if include_x:
+ observations.append(direction.x)
+ if include_y:
+ observations.append(direction.y)
+ if include_z:
+ observations.append(direction.z)
+ observations.append(distance)
+ else:
+ relative_position = relative_position.limit_length(max_distance) / max_distance
+ if include_x:
+ observations.append(relative_position.x)
+ if include_y:
+ observations.append(relative_position.y)
+ if include_z:
+ observations.append(relative_position.z)
+
+ if debug_lines:
+ mesh.surface_end()
+ return observations
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/PositionSensor3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/PositionSensor3D.gd.uid
new file mode 100644
index 0000000..06afefd
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/PositionSensor3D.gd.uid
@@ -0,0 +1 @@
+uid://drlm33po47650
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd
new file mode 100644
index 0000000..c263637
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd
@@ -0,0 +1,63 @@
+extends Node3D
+class_name RGBCameraSensor3D
+var camera_pixels = null
+
+@onready var camera_texture := $Control/CameraTexture as Sprite2D
+@onready var processed_texture := $Control/ProcessedTexture as Sprite2D
+@onready var sub_viewport := $SubViewport as SubViewport
+@onready var displayed_image: ImageTexture
+
+@export var render_image_resolution := Vector2i(36, 36)
+## Display size does not affect rendered or sent image resolution.
+## Scale is relative to either render image or downscale image resolution
+## depending on which mode is set.
+@export var displayed_image_scale_factor := Vector2i(8, 8)
+
+@export_group("Downscale image options")
+## Enable to downscale the rendered image before sending the obs.
+@export var downscale_image: bool = false
+## If downscale_image is true, will display the downscaled image instead of rendered image.
+@export var display_downscaled_image: bool = true
+## This is the resolution of the image that will be sent after downscaling
+@export var resized_image_resolution := Vector2i(36, 36)
+
+
+func _ready():
+ sub_viewport.size = render_image_resolution
+ camera_texture.scale = displayed_image_scale_factor
+
+ if downscale_image and display_downscaled_image:
+ camera_texture.visible = false
+ processed_texture.scale = displayed_image_scale_factor
+ else:
+ processed_texture.visible = false
+
+
+func get_camera_pixel_encoding():
+ var image := camera_texture.get_texture().get_image() as Image
+
+ if downscale_image:
+ image.resize(
+ resized_image_resolution.x, resized_image_resolution.y, Image.INTERPOLATE_NEAREST
+ )
+ if display_downscaled_image:
+ if not processed_texture.texture:
+ displayed_image = ImageTexture.create_from_image(image)
+ processed_texture.texture = displayed_image
+ else:
+ displayed_image.update(image)
+
+ return image.get_data().hex_encode()
+
+
+func get_camera_shape() -> Array:
+ var size = resized_image_resolution if downscale_image else render_image_resolution
+
+ assert(
+ size.x >= 36 and size.y >= 36,
+ "Camera sensor sent image resolution must be 36x36 or larger."
+ )
+ if sub_viewport.transparent_bg:
+ return [4, size.y, size.x]
+ else:
+ return [3, size.y, size.x]
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd.uid
new file mode 100644
index 0000000..1a8ab8d
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd.uid
@@ -0,0 +1 @@
+uid://dwd553usk3fed
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn
new file mode 100644
index 0000000..d58649c
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn
@@ -0,0 +1,35 @@
+[gd_scene load_steps=3 format=3 uid="uid://baaywi3arsl2m"]
+
+[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd" id="1"]
+
+[sub_resource type="ViewportTexture" id="ViewportTexture_y72s3"]
+viewport_path = NodePath("SubViewport")
+
+[node name="RGBCameraSensor3D" type="Node3D"]
+script = ExtResource("1")
+
+[node name="RemoteTransform" type="RemoteTransform3D" parent="."]
+remote_path = NodePath("../SubViewport/Camera")
+
+[node name="SubViewport" type="SubViewport" parent="."]
+size = Vector2i(36, 36)
+render_target_update_mode = 3
+
+[node name="Camera" type="Camera3D" parent="SubViewport"]
+near = 0.5
+
+[node name="Control" type="Control" parent="."]
+layout_mode = 3
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+metadata/_edit_use_anchors_ = true
+
+[node name="CameraTexture" type="Sprite2D" parent="Control"]
+texture = SubResource("ViewportTexture_y72s3")
+centered = false
+
+[node name="ProcessedTexture" type="Sprite2D" parent="Control"]
+centered = false
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd
new file mode 100644
index 0000000..1357529
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd
@@ -0,0 +1,185 @@
+@tool
+extends ISensor3D
+class_name RayCastSensor3D
+@export_flags_3d_physics var collision_mask = 1:
+ get:
+ return collision_mask
+ set(value):
+ collision_mask = value
+ _update()
+@export_flags_3d_physics var boolean_class_mask = 1:
+ get:
+ return boolean_class_mask
+ set(value):
+ boolean_class_mask = value
+ _update()
+
+@export var n_rays_width := 6.0:
+ get:
+ return n_rays_width
+ set(value):
+ n_rays_width = value
+ _update()
+
+@export var n_rays_height := 6.0:
+ get:
+ return n_rays_height
+ set(value):
+ n_rays_height = value
+ _update()
+
+@export var ray_length := 10.0:
+ get:
+ return ray_length
+ set(value):
+ ray_length = value
+ _update()
+
+@export var cone_width := 60.0:
+ get:
+ return cone_width
+ set(value):
+ cone_width = value
+ _update()
+
+@export var cone_height := 60.0:
+ get:
+ return cone_height
+ set(value):
+ cone_height = value
+ _update()
+
+@export var collide_with_areas := false:
+ get:
+ return collide_with_areas
+ set(value):
+ collide_with_areas = value
+ _update()
+
+@export var collide_with_bodies := true:
+ get:
+ return collide_with_bodies
+ set(value):
+ collide_with_bodies = value
+ _update()
+
+@export var class_sensor := false
+
+var rays := []
+var geo = null
+
+
+func _update():
+ if Engine.is_editor_hint():
+ if is_node_ready():
+ _spawn_nodes()
+
+
+func _ready() -> void:
+ if Engine.is_editor_hint():
+ if get_child_count() == 0:
+ _spawn_nodes()
+ else:
+ _spawn_nodes()
+
+
+func _spawn_nodes():
+ print("spawning nodes")
+ for ray in get_children():
+ ray.queue_free()
+ if geo:
+ geo.clear()
+ #$Lines.remove_points()
+ rays = []
+
+ var horizontal_step = cone_width / (n_rays_width)
+ var vertical_step = cone_height / (n_rays_height)
+
+ var horizontal_start = horizontal_step / 2 - cone_width / 2
+ var vertical_start = vertical_step / 2 - cone_height / 2
+
+ var points = []
+
+ for i in n_rays_width:
+ for j in n_rays_height:
+ var angle_w = horizontal_start + i * horizontal_step
+ var angle_h = vertical_start + j * vertical_step
+ #angle_h = 0.0
+ var ray = RayCast3D.new()
+ var cast_to = to_spherical_coords(ray_length, angle_w, angle_h)
+ ray.set_target_position(cast_to)
+
+ points.append(cast_to)
+
+ ray.set_name("node_" + str(i) + " " + str(j))
+ ray.enabled = true
+ ray.collide_with_bodies = collide_with_bodies
+ ray.collide_with_areas = collide_with_areas
+ ray.collision_mask = collision_mask
+ add_child(ray)
+ ray.set_owner(get_tree().edited_scene_root)
+ rays.append(ray)
+ ray.force_raycast_update()
+
+
+# if Engine.editor_hint:
+# _create_debug_lines(points)
+
+
+func _create_debug_lines(points):
+ if not geo:
+ geo = ImmediateMesh.new()
+ add_child(geo)
+
+ geo.clear()
+ geo.begin(Mesh.PRIMITIVE_LINES)
+ for point in points:
+ geo.set_color(Color.AQUA)
+ geo.add_vertex(Vector3.ZERO)
+ geo.add_vertex(point)
+ geo.end()
+
+
+func display():
+ if geo:
+ geo.display()
+
+
+func to_spherical_coords(r, inc, azimuth) -> Vector3:
+ return Vector3(
+ r * sin(deg_to_rad(inc)) * cos(deg_to_rad(azimuth)),
+ r * sin(deg_to_rad(azimuth)),
+ r * cos(deg_to_rad(inc)) * cos(deg_to_rad(azimuth))
+ )
+
+
+func get_observation() -> Array:
+ return self.calculate_raycasts()
+
+
+func calculate_raycasts() -> Array:
+ var result = []
+ for ray in rays:
+ ray.set_enabled(true)
+ ray.force_raycast_update()
+ var distance = _get_raycast_distance(ray)
+
+ result.append(distance)
+ if class_sensor:
+ var hit_class: float = 0
+ if ray.get_collider():
+ var hit_collision_layer = ray.get_collider().collision_layer
+ hit_collision_layer = hit_collision_layer & collision_mask
+ hit_class = (hit_collision_layer & boolean_class_mask) > 0
+ result.append(float(hit_class))
+ ray.set_enabled(false)
+ return result
+
+
+func _get_raycast_distance(ray: RayCast3D) -> float:
+ if !ray.is_colliding():
+ return 0.0
+
+ var distance = (global_transform.origin - ray.get_collision_point()).length()
+ distance = clamp(distance, 0.0, ray_length)
+ return (ray_length - distance) / ray_length
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd.uid
new file mode 100644
index 0000000..a7a0139
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd.uid
@@ -0,0 +1 @@
+uid://cqnmnaoemdk8f
diff --git a/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn
new file mode 100644
index 0000000..35f9796
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn
@@ -0,0 +1,27 @@
+[gd_scene load_steps=2 format=3 uid="uid://b803cbh1fmy66"]
+
+[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="1"]
+
+[node name="RaycastSensor3D" type="Node3D"]
+script = ExtResource("1")
+n_rays_width = 4.0
+n_rays_height = 2.0
+ray_length = 11.0
+
+[node name="node_1 0" type="RayCast3D" parent="."]
+target_position = Vector3(-1.38686, -2.84701, 10.5343)
+
+[node name="node_1 1" type="RayCast3D" parent="."]
+target_position = Vector3(-1.38686, 2.84701, 10.5343)
+
+[node name="node_2 0" type="RayCast3D" parent="."]
+target_position = Vector3(1.38686, -2.84701, 10.5343)
+
+[node name="node_2 1" type="RayCast3D" parent="."]
+target_position = Vector3(1.38686, 2.84701, 10.5343)
+
+[node name="node_3 0" type="RayCast3D" parent="."]
+target_position = Vector3(4.06608, -2.84701, 9.81639)
+
+[node name="node_3 1" type="RayCast3D" parent="."]
+target_position = Vector3(4.06608, 2.84701, 9.81639)
diff --git a/examples/Ship2D/addons/godot_rl_agents/sync.gd b/examples/Ship2D/addons/godot_rl_agents/sync.gd
new file mode 100644
index 0000000..8428976
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sync.gd
@@ -0,0 +1,621 @@
+extends Node
+class_name Sync
+
+# --fixed-fps 2000 --disable-render-loop
+
+enum ControlModes {
+ HUMAN, ## Test the environment manually
+ TRAINING, ## Train a model
+ ONNX_INFERENCE ## Load a pretrained model using an .onnx file
+}
+@export var control_mode: ControlModes = ControlModes.TRAINING
+## Action will be repeated for n frames (Godot physics steps).
+@export_range(1, 10, 1, "or_greater") var action_repeat := 8
+## Speeds up the physics in the environment to enable faster training.
+@export_range(0, 10, 0.1, "or_greater") var speed_up := 1.0
+## The path to a trained .onnx model file to use for inference (only needed for the 'Onnx Inference' control mode).
+@export var onnx_model_path := ""
+## Whether the inference will be deterministic (NOTE: Only applies to discrete actions in onnx inference mode)
+@export var deterministic_inference := true
+
+# Onnx model stored for each requested path
+var onnx_models: Dictionary
+
+@onready var start_time = Time.get_ticks_msec()
+
+const MAJOR_VERSION := "0"
+const MINOR_VERSION := "7"
+const DEFAULT_PORT := "11008"
+const DEFAULT_SEED := "1"
+var stream: StreamPeerTCP = null
+var connected = false
+var message_center
+var should_connect = true
+
+var all_agents: Array
+var agents_training: Array
+## Policy name of each agent, for use with multi-policy multi-agent RL cases
+var agents_training_policy_names: Array[String] = ["shared_policy"]
+var agents_inference: Array
+var agents_heuristic: Array
+
+## For recording expert demos
+var agent_demo_record: Node
+## File path for writing recorded trajectories
+var expert_demo_save_path: String
+## Stores recorded trajectories
+var demo_trajectories: Array
+## A trajectory includes obs: Array, acts: Array, terminal (set in Python env instead)
+var current_demo_trajectory: Array
+
+var need_to_send_obs = false
+var args = null
+var initialized = false
+var just_reset = false
+var onnx_model = null
+var n_action_steps = 0
+
+var _action_space_training: Array[Dictionary] = []
+var _action_space_inference: Array[Dictionary] = []
+var _obs_space_training: Array[Dictionary] = []
+
+
+# Called when the node enters the scene tree for the first time.
+func _ready():
+ await get_parent().ready
+ get_tree().set_pause(true)
+ _initialize()
+ await get_tree().create_timer(1.0).timeout
+ get_tree().set_pause(false)
+
+
+func _initialize():
+ _get_agents()
+ args = _get_args()
+ Engine.physics_ticks_per_second = _get_speedup() * 60 # Replace with function body.
+ Engine.time_scale = _get_speedup() * 1.0
+ prints(
+ "physics ticks",
+ Engine.physics_ticks_per_second,
+ Engine.time_scale,
+ _get_speedup(),
+ speed_up
+ )
+
+ _set_heuristic("human", all_agents)
+
+ _initialize_training_agents()
+ _initialize_inference_agents()
+ _initialize_demo_recording()
+
+ _set_seed()
+ _set_action_repeat()
+ initialized = true
+
+
+func _initialize_training_agents():
+ if agents_training.size() > 0:
+ _obs_space_training.resize(agents_training.size())
+ _action_space_training.resize(agents_training.size())
+ for agent_idx in range(0, agents_training.size()):
+ _obs_space_training[agent_idx] = agents_training[agent_idx].get_obs_space()
+ _action_space_training[agent_idx] = agents_training[agent_idx].get_action_space()
+ connected = connect_to_server()
+ if connected:
+ _set_heuristic("model", agents_training)
+ _handshake()
+ _send_env_info()
+ else:
+ push_warning(
+ "Couldn't connect to Python server, using human controls instead. ",
+ "Did you start the training server using e.g. `gdrl` from the console?"
+ )
+
+
+func _initialize_inference_agents():
+ if agents_inference.size() > 0:
+ if control_mode == ControlModes.ONNX_INFERENCE:
+ assert(
+ FileAccess.file_exists(onnx_model_path),
+ "Onnx Model Path set on Sync node does not exist: %s" % onnx_model_path
+ )
+ onnx_models[onnx_model_path] = ONNXModel.new(onnx_model_path, 1)
+
+ for agent in agents_inference:
+ var action_space = agent.get_action_space()
+ _action_space_inference.append(action_space)
+
+ var agent_onnx_model: ONNXModel
+ if agent.onnx_model_path.is_empty():
+ assert(
+ onnx_models.has(onnx_model_path),
+ (
+ "Node %s has no onnx model path set " % agent.get_path()
+ + "and sync node's control mode is not set to OnnxInference. "
+ + "Either add the path to the AIController, "
+ + "or if you want to use the path set on sync node instead, "
+ + "set control mode to OnnxInference."
+ )
+ )
+ prints(
+ "Info: AIController %s" % agent.get_path(),
+ "has no onnx model path set.",
+ "Using path set on the sync node instead."
+ )
+ agent_onnx_model = onnx_models[onnx_model_path]
+ else:
+ if not onnx_models.has(agent.onnx_model_path):
+ assert(
+ FileAccess.file_exists(agent.onnx_model_path),
+ (
+ "Onnx Model Path set on %s node does not exist: %s"
+ % [agent.get_path(), agent.onnx_model_path]
+ )
+ )
+ onnx_models[agent.onnx_model_path] = ONNXModel.new(agent.onnx_model_path, 1)
+ agent_onnx_model = onnx_models[agent.onnx_model_path]
+
+ agent.onnx_model = agent_onnx_model
+ if not agent_onnx_model.action_means_only_set:
+ agent_onnx_model.set_action_means_only(action_space)
+
+ _set_heuristic("model", agents_inference)
+
+
+func _initialize_demo_recording():
+ if agent_demo_record:
+ expert_demo_save_path = agent_demo_record.expert_demo_save_path
+ assert(
+ not expert_demo_save_path.is_empty(),
+ "Expert demo save path set in %s is empty." % agent_demo_record.get_path()
+ )
+
+ InputMap.add_action("RemoveLastDemoEpisode")
+ InputMap.action_add_event(
+ "RemoveLastDemoEpisode", agent_demo_record.remove_last_episode_key
+ )
+ current_demo_trajectory.resize(2)
+ current_demo_trajectory[0] = []
+ current_demo_trajectory[1] = []
+ agent_demo_record.heuristic = "demo_record"
+
+
+func _physics_process(_delta):
+ # two modes, human control, agent control
+ # pause tree, send obs, get actions, set actions, unpause tree
+
+ _demo_record_process()
+
+ if n_action_steps % action_repeat != 0:
+ n_action_steps += 1
+ return
+
+ n_action_steps += 1
+
+ _training_process()
+ _inference_process()
+ _heuristic_process()
+
+
+func _training_process():
+ if connected:
+ get_tree().set_pause(true)
+
+ var obs = _get_obs_from_agents(agents_training)
+ var info = _get_info_from_agents(agents_training)
+
+ if just_reset:
+ just_reset = false
+
+ var reply = {"type": "reset", "obs": obs, "info": info}
+ _send_dict_as_json_message(reply)
+ # this should go straight to getting the action and setting it checked the agent, no need to perform one phyics tick
+ get_tree().set_pause(false)
+ return
+
+ if need_to_send_obs:
+ need_to_send_obs = false
+ var reward = _get_reward_from_agents()
+ var done = _get_done_from_agents()
+ #_reset_agents_if_done() # this ensures the new observation is from the next env instance : NEEDS REFACTOR
+
+ var reply = {"type": "step", "obs": obs, "reward": reward, "done": done, "info": info}
+ _send_dict_as_json_message(reply)
+
+ var handled = handle_message()
+
+
+func _inference_process():
+ if agents_inference.size() > 0:
+ var obs: Array = _get_obs_from_agents(agents_inference)
+ var actions = []
+
+ for agent_id in range(0, agents_inference.size()):
+ var model: ONNXModel = agents_inference[agent_id].onnx_model
+ var action = model.run_inference(obs[agent_id], 1.0)
+ var action_dict = _extract_action_dict(
+ action["output"], _action_space_inference[agent_id], model.action_means_only
+ )
+ actions.append(action_dict)
+
+ _set_agent_actions(actions, agents_inference)
+ _reset_agents_if_done(agents_inference)
+ get_tree().set_pause(false)
+
+
+func _demo_record_process():
+ if not agent_demo_record:
+ return
+
+ if Input.is_action_just_pressed("RemoveLastDemoEpisode"):
+ print("[Sync script][Demo recorder] Removing last recorded episode.")
+ demo_trajectories.remove_at(demo_trajectories.size() - 1)
+ print("Remaining episode count: %d" % demo_trajectories.size())
+
+ if n_action_steps % agent_demo_record.action_repeat != 0:
+ return
+
+ var obs_dict: Dictionary = agent_demo_record.get_obs()
+
+ # Get the current obs from the agent
+ assert(
+ obs_dict.has("obs"),
+ "Demo recorder needs an 'obs' key in get_obs() returned dictionary to record obs from."
+ )
+ current_demo_trajectory[0].append(obs_dict.obs)
+
+ # Get the action applied for the current obs from the agent
+ agent_demo_record.set_action()
+ var acts = agent_demo_record.get_action()
+
+ var terminal = agent_demo_record.get_done()
+ # Record actions only for non-terminal states
+ if terminal:
+ agent_demo_record.set_done_false()
+ else:
+ current_demo_trajectory[1].append(acts)
+
+ if terminal:
+ #current_demo_trajectory[2].append(true)
+ demo_trajectories.append(current_demo_trajectory.duplicate(true))
+ print("[Sync script][Demo recorder] Recorded episode count: %d" % demo_trajectories.size())
+ current_demo_trajectory[0].clear()
+ current_demo_trajectory[1].clear()
+
+
+func _heuristic_process():
+ for agent in agents_heuristic:
+ _reset_agents_if_done(agents_heuristic)
+
+
+func _extract_action_dict(action_array: Array, action_space: Dictionary, action_means_only: bool):
+ var index = 0
+ var result = {}
+ for key in action_space.keys():
+ var size = action_space[key]["size"]
+ var action_type = action_space[key]["action_type"]
+
+ if action_type == "discrete":
+ var largest_logit: float = -INF # Value of the largest logit for this action in the actions array
+ var largest_logit_idx: int # Index of the largest logit for this action in the actions array
+ for logit_idx in range(0, size):
+ var logit_value = action_array[index + logit_idx]
+ if logit_value > largest_logit:
+ largest_logit = logit_value
+ largest_logit_idx = logit_idx
+ if deterministic_inference:
+ result[key] = largest_logit_idx # Index of the largest logit is the discrete action value
+ else:
+ var exp_logit_sum: float # Sum of exp of each logit
+ var exp_logits: Array[float]
+
+ for logit_idx in range(0, size):
+ # Normalize using the max logit to add stability in case a logit would be huge after exp
+ exp_logits.append(exp(action_array[index + logit_idx] - largest_logit))
+ exp_logit_sum += exp_logits[logit_idx]
+
+ # Choose a random number, will be used to select an action
+ var random_value = randf_range(0, exp_logit_sum)
+
+ # Select the first index at which the sum is larger than the random number
+ var sum: float
+ for exp_logit_idx in exp_logits.size():
+ sum += exp_logits[exp_logit_idx]
+ if sum > random_value:
+ result[key] = exp_logit_idx
+ break
+ index += size
+ elif action_type == "continuous":
+ # For continous actions, we only take the action mean values
+ result[key] = clamp_array(action_array.slice(index, index + size), -1.0, 1.0)
+ if action_means_only:
+ index += size # model only outputs action means, so we move index by size
+ else:
+ index += size * 2 # model outputs logstd after action mean, we skip the logstd part
+
+ else:
+ assert(
+ false,
+ (
+ 'Only "discrete" and "continuous" action types supported. Found: %s action type set.'
+ % action_type
+ )
+ )
+
+ return result
+
+
+## For AIControllers that inherit mode from sync, sets the correct mode.
+func _set_agent_mode(agent: Node):
+ var agent_inherits_mode: bool = agent.control_mode == agent.ControlModes.INHERIT_FROM_SYNC
+
+ if agent_inherits_mode:
+ match control_mode:
+ ControlModes.HUMAN:
+ agent.control_mode = agent.ControlModes.HUMAN
+ ControlModes.TRAINING:
+ agent.control_mode = agent.ControlModes.TRAINING
+ ControlModes.ONNX_INFERENCE:
+ agent.control_mode = agent.ControlModes.ONNX_INFERENCE
+
+
+func _get_agents():
+ all_agents = get_tree().get_nodes_in_group("AGENT")
+ for agent in all_agents:
+ _set_agent_mode(agent)
+
+ if agent.control_mode == agent.ControlModes.TRAINING:
+ agents_training.append(agent)
+ elif agent.control_mode == agent.ControlModes.ONNX_INFERENCE:
+ agents_inference.append(agent)
+ elif agent.control_mode == agent.ControlModes.HUMAN:
+ agents_heuristic.append(agent)
+ elif agent.control_mode == agent.ControlModes.RECORD_EXPERT_DEMOS:
+ assert(
+ not agent_demo_record,
+ "Currently only a single AIController can be used for recording expert demos."
+ )
+ agent_demo_record = agent
+
+ var training_agent_count = agents_training.size()
+ agents_training_policy_names.resize(training_agent_count)
+ for i in range(0, training_agent_count):
+ agents_training_policy_names[i] = agents_training[i].policy_name
+
+
+func _set_heuristic(heuristic, agents: Array):
+ for agent in agents:
+ agent.set_heuristic(heuristic)
+
+
+func _handshake():
+ print("performing handshake")
+
+ var json_dict = _get_dict_json_message()
+ assert(json_dict["type"] == "handshake")
+ var major_version = json_dict["major_version"]
+ var minor_version = json_dict["minor_version"]
+ if major_version != MAJOR_VERSION:
+ print("WARNING: major verison mismatch ", major_version, " ", MAJOR_VERSION)
+ if minor_version != MINOR_VERSION:
+ print("WARNING: minor verison mismatch ", minor_version, " ", MINOR_VERSION)
+
+ print("handshake complete")
+
+
+func _get_dict_json_message():
+ # returns a dictionary from of the most recent message
+ # this is not waiting
+ while stream.get_available_bytes() == 0:
+ stream.poll()
+ if stream.get_status() != 2:
+ print("server disconnected status, closing")
+ get_tree().quit()
+ return null
+
+ OS.delay_usec(10)
+
+ var message = stream.get_string()
+ var json_data = JSON.parse_string(message)
+
+ return json_data
+
+
+func _send_dict_as_json_message(dict):
+ stream.put_string(JSON.stringify(dict, "", false))
+
+
+func _send_env_info():
+ var json_dict = _get_dict_json_message()
+ assert(json_dict["type"] == "env_info")
+
+ var message = {
+ "type": "env_info",
+ "observation_space": _obs_space_training,
+ "action_space": _action_space_training,
+ "n_agents": len(agents_training),
+ "agent_policy_names": agents_training_policy_names
+ }
+ _send_dict_as_json_message(message)
+
+
+func connect_to_server():
+ print("Waiting for one second to allow server to start")
+ OS.delay_msec(1000)
+ print("trying to connect to server")
+ stream = StreamPeerTCP.new()
+
+ # "localhost" was not working on windows VM, had to use the IP
+ var ip = "127.0.0.1"
+ var port = _get_port()
+ var connect = stream.connect_to_host(ip, port)
+ stream.set_no_delay(true) # TODO check if this improves performance or not
+ stream.poll()
+ # Fetch the status until it is either connected (2) or failed to connect (3)
+ while stream.get_status() < 2:
+ stream.poll()
+ return stream.get_status() == 2
+
+
+func _get_args():
+ print("getting command line arguments")
+ var arguments = {}
+ for argument in OS.get_cmdline_args():
+ print(argument)
+ if argument.find("=") > -1:
+ var key_value = argument.split("=")
+ arguments[key_value[0].lstrip("--")] = key_value[1]
+ else:
+ # Options without an argument will be present in the dictionary,
+ # with the value set to an empty string.
+ arguments[argument.lstrip("--")] = ""
+
+ return arguments
+
+
+func _get_speedup():
+ print(args)
+ return args.get("speedup", str(speed_up)).to_float()
+
+
+func _get_port():
+ return args.get("port", DEFAULT_PORT).to_int()
+
+
+func _set_seed():
+ var _seed = args.get("env_seed", DEFAULT_SEED).to_int()
+ seed(_seed)
+
+
+func _set_action_repeat():
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
+
+
+func disconnect_from_server():
+ stream.disconnect_from_host()
+
+
+func handle_message() -> bool:
+ # get json message: reset, step, close
+ var message = _get_dict_json_message()
+ if message["type"] == "close":
+ print("received close message, closing game")
+ get_tree().quit()
+ get_tree().set_pause(false)
+ return true
+
+ if message["type"] == "reset":
+ print("resetting all agents")
+ _reset_agents()
+ just_reset = true
+ get_tree().set_pause(false)
+ #print("resetting forcing draw")
+# RenderingServer.force_draw()
+# var obs = _get_obs_from_agents()
+# print("obs ", obs)
+# var reply = {
+# "type": "reset",
+# "obs": obs
+# }
+# _send_dict_as_json_message(reply)
+ return true
+
+ if message["type"] == "call":
+ var method = message["method"]
+ var returns = _call_method_on_agents(method)
+ var reply = {"type": "call", "returns": returns}
+ print("calling method from Python")
+ _send_dict_as_json_message(reply)
+ return handle_message()
+
+ if message["type"] == "action":
+ var action = message["action"]
+ _set_agent_actions(action, agents_training)
+ need_to_send_obs = true
+ get_tree().set_pause(false)
+ return true
+
+ print("message was not handled")
+ return false
+
+
+func _call_method_on_agents(method):
+ var returns = []
+ for agent in all_agents:
+ returns.append(agent.call(method))
+
+ return returns
+
+
+func _reset_agents_if_done(agents = all_agents):
+ for agent in agents:
+ if agent.get_done():
+ agent.set_done_false()
+
+
+func _reset_agents(agents = all_agents):
+ for agent in agents:
+ agent.needs_reset = true
+ #agent.reset()
+
+
+func _get_obs_from_agents(agents: Array = all_agents):
+ var obs = []
+ for agent in agents:
+ obs.append(agent.get_obs())
+ return obs
+
+
+func _get_reward_from_agents(agents: Array = agents_training):
+ var rewards = []
+ for agent in agents:
+ rewards.append(agent.get_reward())
+ agent.zero_reward()
+ return rewards
+
+
+func _get_info_from_agents(agents: Array = all_agents):
+ var info = []
+ for agent in agents:
+ info.append(agent.get_info())
+ return info
+
+
+func _get_done_from_agents(agents: Array = agents_training):
+ var dones = []
+ for agent in agents:
+ var done = agent.get_done()
+ if done:
+ agent.set_done_false()
+ dones.append(done)
+ return dones
+
+
+func _set_agent_actions(actions, agents: Array = all_agents):
+ for i in range(len(actions)):
+ agents[i].set_action(actions[i])
+
+
+func clamp_array(arr: Array, min: float, max: float):
+ var output: Array = []
+ for a in arr:
+ output.append(clamp(a, min, max))
+ return output
+
+
+## Save recorded export demos on window exit (Close game window instead of "Stop" button in Godot Editor)
+func _notification(what):
+ if demo_trajectories.size() == 0 or expert_demo_save_path.is_empty():
+ return
+
+ if what == NOTIFICATION_PREDELETE:
+ var json_string = JSON.stringify(demo_trajectories, "", false)
+ var file = FileAccess.open(expert_demo_save_path, FileAccess.WRITE)
+
+ if not file:
+ var error: Error = FileAccess.get_open_error()
+ assert(not error, "There was an error opening the file: %d" % error)
+
+ file.store_line(json_string)
+ var error = file.get_error()
+ assert(not error, "There was an error after trying to write to the file: %d" % error)
diff --git a/examples/Ship2D/addons/godot_rl_agents/sync.gd.uid b/examples/Ship2D/addons/godot_rl_agents/sync.gd.uid
new file mode 100644
index 0000000..4aa605d
--- /dev/null
+++ b/examples/Ship2D/addons/godot_rl_agents/sync.gd.uid
@@ -0,0 +1 @@
+uid://dsq7jynbrdcgu
diff --git a/examples/Ship2D/assets/Background.png b/examples/Ship2D/assets/Background.png
new file mode 100644
index 0000000..8295069
Binary files /dev/null and b/examples/Ship2D/assets/Background.png differ
diff --git a/examples/Ship2D/assets/Ship.png b/examples/Ship2D/assets/Ship.png
new file mode 100644
index 0000000..b31ba71
Binary files /dev/null and b/examples/Ship2D/assets/Ship.png differ
diff --git a/examples/Ship2D/assets/ShipEnemy.png b/examples/Ship2D/assets/ShipEnemy.png
new file mode 100644
index 0000000..e44d9b3
Binary files /dev/null and b/examples/Ship2D/assets/ShipEnemy.png differ
diff --git a/examples/Ship2D/assets/asset_license.md b/examples/Ship2D/assets/asset_license.md
new file mode 100644
index 0000000..90267aa
--- /dev/null
+++ b/examples/Ship2D/assets/asset_license.md
@@ -0,0 +1,3 @@
+The following license is only for the graphical assets in the folder "assets", specifically .png and .svg files:
+Author: Ivan Dodic (https://github.com/Ivan-267),
+License: https://creativecommons.org/licenses/by/4.0/
\ No newline at end of file
diff --git a/examples/Ship2D/assets/asteroid.png b/examples/Ship2D/assets/asteroid.png
new file mode 100644
index 0000000..425f87c
Binary files /dev/null and b/examples/Ship2D/assets/asteroid.png differ
diff --git a/examples/Ship2D/assets/asteroid2.png b/examples/Ship2D/assets/asteroid2.png
new file mode 100644
index 0000000..282f83b
Binary files /dev/null and b/examples/Ship2D/assets/asteroid2.png differ
diff --git a/examples/Ship2D/assets/asteroid3.png b/examples/Ship2D/assets/asteroid3.png
new file mode 100644
index 0000000..3159a2c
Binary files /dev/null and b/examples/Ship2D/assets/asteroid3.png differ
diff --git a/examples/Ship2D/assets/asteroid4.png b/examples/Ship2D/assets/asteroid4.png
new file mode 100644
index 0000000..d16b84d
Binary files /dev/null and b/examples/Ship2D/assets/asteroid4.png differ
diff --git a/examples/Ship2D/assets/asteroid5.png b/examples/Ship2D/assets/asteroid5.png
new file mode 100644
index 0000000..a8ba775
Binary files /dev/null and b/examples/Ship2D/assets/asteroid5.png differ
diff --git a/examples/Ship2D/assets/asteroid6.png b/examples/Ship2D/assets/asteroid6.png
new file mode 100644
index 0000000..2c31bc6
Binary files /dev/null and b/examples/Ship2D/assets/asteroid6.png differ
diff --git a/examples/Ship2D/assets/ball.svg b/examples/Ship2D/assets/ball.svg
new file mode 100644
index 0000000..a16e335
--- /dev/null
+++ b/examples/Ship2D/assets/ball.svg
@@ -0,0 +1,72 @@
+
+
+
+
diff --git a/examples/Ship2D/assets/ball_green.svg b/examples/Ship2D/assets/ball_green.svg
new file mode 100644
index 0000000..a16e335
--- /dev/null
+++ b/examples/Ship2D/assets/ball_green.svg
@@ -0,0 +1,72 @@
+
+
+
+
diff --git a/examples/Ship2D/assets/ball_red.svg b/examples/Ship2D/assets/ball_red.svg
new file mode 100644
index 0000000..26dcb16
--- /dev/null
+++ b/examples/Ship2D/assets/ball_red.svg
@@ -0,0 +1,72 @@
+
+
+
+
diff --git a/examples/Ship2D/icon.svg b/examples/Ship2D/icon.svg
new file mode 100644
index 0000000..9d8b7fa
--- /dev/null
+++ b/examples/Ship2D/icon.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/examples/Ship2D/model.onnx b/examples/Ship2D/model.onnx
new file mode 100644
index 0000000..c8ff618
Binary files /dev/null and b/examples/Ship2D/model.onnx differ
diff --git a/examples/Ship2D/project.godot b/examples/Ship2D/project.godot
new file mode 100644
index 0000000..f4d3d52
--- /dev/null
+++ b/examples/Ship2D/project.godot
@@ -0,0 +1,66 @@
+; Engine configuration file.
+; It's best edited using the editor UI and not directly,
+; since the parameters that go here are not all obvious.
+;
+; Format:
+; [section] ; section goes between []
+; param=value ; assign values to parameters
+
+config_version=5
+
+[application]
+
+config/name="Ships2D"
+run/main_scene="uid://cwobnl1dd05uq"
+config/features=PackedStringArray("4.5", "C#", "Forward Plus")
+config/icon="res://icon.svg"
+
+[display]
+
+window/size/viewport_width=1920
+window/size/viewport_height=1080
+window/size/window_width_override=960
+window/size/window_height_override=540
+window/stretch/mode="viewport"
+
+[dotnet]
+
+project/assembly_name="ships2d"
+
+[editor_plugins]
+
+enabled=PackedStringArray()
+
+[input]
+
+shoot={
+"deadzone": 0.5,
+"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":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
+]
+}
+move_left={
+"deadzone": 0.5,
+"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,"location":0,"echo":false,"script":null)
+, 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":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+move_right={
+"deadzone": 0.5,
+"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,"location":0,"echo":false,"script":null)
+, 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":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
+]
+}
+
+[layer_names]
+
+2d_physics/layer_1="Wall"
+2d_physics/layer_2="Asteroid"
+2d_physics/layer_5="ProjectilePlayer"
+2d_physics/layer_6="ProjectileEnemy"
+2d_physics/layer_10="Ship"
+2d_physics/layer_11="EnemyShipBoss"
+
+[physics]
+
+common/max_physics_steps_per_frame=100
+2d/default_gravity=0.0
diff --git a/examples/Ship2D/readme.md b/examples/Ship2D/readme.md
new file mode 100644
index 0000000..c4107c7
--- /dev/null
+++ b/examples/Ship2D/readme.md
@@ -0,0 +1,96 @@
+# Ship2D example environment
+
+### Boss scene:
+https://github.com/user-attachments/assets/72856bb0-a935-44a5-b2a5-9ef524d56a8a
+
+### Asteroid scene:
+https://github.com/user-attachments/assets/22d36378-885b-4d4c-848e-f7fd90970bbe
+
+For both scenes, the agent is trained with two variations, player ship shooting enabled and disabled (in which case avoidance is the main goal).
+
+## Observations:
+```gdscript
+func get_raycast_obs() -> Array[float]:
+ var obs: Array[float]
+ for sensor in raycast_sensors:
+ obs.append_array(sensor.get_observation())
+ return obs
+
+
+#var previous_raycast_obs: Array
+func get_obs() -> Dictionary:
+ var obs: Array[float]
+
+ var raycast_obs: Array[float] = get_raycast_obs()
+
+ obs.append_array(raycast_obs)
+
+ var velocity_x = clampf(player.get_real_velocity().x / 3000, -1.0, 1.0)
+
+ obs.append_array(
+ [
+ float(player.can_shoot),
+ clampf(player.time_since_projectile_spawned /
+ player.projectile_fire_interval_seconds, 0, 1.0),
+ velocity_x
+ ]
+ )
+
+ return {"obs": obs}
+```
+Note: In this updated version, there is also a shapecast based sensor for detecting bullets fired by the boss ship among the `raycast_sensors`, even though it's not technically a raycast sensor.
+
+## Actions:
+```python
+func get_action_space() -> Dictionary:
+ return {
+ "move": {"size": 3, "action_type": "discrete"},
+ "shoot": {"size": 2, "action_type": "discrete"},
+ }
+```
+
+## Running inference:
+
+If you’d just like to test the env using the pre-trained onnx model, open a test scene found in `res://scenes/test_scene` in Godot, then press `F6`.
+
+You can control the shooting ability of the ship by turning on or off the `override can shoot always enabled` property of `BaseGameScene` in the inspector.
+
+
+
+## Training:
+
+There’s an included onnx file that was trained using SB3.
+
+The hyperparameters in the example script were adjusted:
+
+```Python
+ learning_rate = 0.0002 if not args.linear_lr_schedule else linear_schedule(0.0003)
+ model: PPO = PPO(
+ "MultiInputPolicy",
+ env,
+ verbose=2,
+ n_steps=2048,
+ n_epochs=25,
+ batch_size=512 * env.num_envs,
+ target_kl=0.006,
+ stats_window_size=250,
+ learning_rate=learning_rate,
+ tensorboard_log=args.experiment_dir,
+ )
+```
+
+CL arguments used (also onnx export and model saving was used, enable as needed, add `env_path` too to set the exported executable of the platform):
+
+```python
+--env_path=path_to_exported_game_executable
+--speedup=100
+--n_parallel=1
+--onnx_export_path=model.onnx
+--timesteps=30_000_000
+```
+Note: training was manually stopped after ~20m steps.
+Stats from the training session:
+
+
+
+This environment was made by [Ivan-267](https://github.com/Ivan-267).
diff --git a/examples/Ship2D/scenes/asteroid/asteroid.gd b/examples/Ship2D/scenes/asteroid/asteroid.gd
new file mode 100644
index 0000000..9851641
--- /dev/null
+++ b/examples/Ship2D/scenes/asteroid/asteroid.gd
@@ -0,0 +1,89 @@
+extends Area2D
+class_name Asteroid
+
+@export var downward_speed_min := 500.0
+@export var downward_speed_max := 900.0
+
+var _downward_speed: float
+var _sideways_speed: float
+var _active_sprite: Sprite2D
+var _sprite_rotation = randf_range(-5, 5)
+
+@onready var particles := $GPUParticles2D
+@onready var _sprites: Array = $Sprites.get_children()
+
+
+func _ready() -> void:
+ var rand_scale := randf_range(0.7, 2)
+ scale = Vector2(rand_scale, rand_scale)
+ randomize_speed()
+ enable_random_sprite()
+
+
+func _physics_process(delta: float) -> void:
+ process_movement(delta)
+ process_remove_on_out_of_bounds()
+
+ _active_sprite.rotate(_sprite_rotation * delta)
+
+
+## Moves the asteroid
+func process_movement(delta):
+ position.x += _sideways_speed * delta
+ position.y += _downward_speed * delta
+
+
+## Removes the asteroid if outside of the playing area
+## (each instance that is not destroyed by ship or another asteroid should be removed by this method)
+func process_remove_on_out_of_bounds():
+ if position.y > 2000:
+ queue_free()
+
+
+func enable_random_sprite():
+ var sprite = _sprites.pick_random()
+ _active_sprite = sprite
+ _active_sprite.visible = true
+
+
+## Randomizes the speed of the asteroid
+func randomize_speed():
+ _downward_speed = randf_range(downward_speed_min, downward_speed_max)
+ _sideways_speed = randf_range(-0.1, 0.1) * _downward_speed
+
+
+## Called when an asteroid is hit
+func hit():
+ destroy()
+
+
+## Destroys the asteroid, leaving a particle effect
+var destroying: bool
+
+
+func destroy():
+ if destroying:
+ return
+ particles.emitting = true
+ _active_sprite.visible = false
+ set_deferred("process_mode", PROCESS_MODE_DISABLED)
+ destroying = true
+ await particles.finished
+ queue_free()
+
+
+func _on_particles_finished():
+ queue_free()
+
+
+## Handles collision with physics bodies (for now, only player/ship)
+func _on_body_entered(body: PhysicsBody2D) -> void:
+ if body is Ship:
+ body.hit_by_asteroid()
+ destroy()
+
+
+## Handles collisions with other areas (for now, specifically other asteroids)
+func _on_area_entered(area: Area2D) -> void:
+ if area is Asteroid:
+ destroy()
diff --git a/examples/Ship2D/scenes/asteroid/asteroid.gd.uid b/examples/Ship2D/scenes/asteroid/asteroid.gd.uid
new file mode 100644
index 0000000..362b083
--- /dev/null
+++ b/examples/Ship2D/scenes/asteroid/asteroid.gd.uid
@@ -0,0 +1 @@
+uid://cs372i2hmtx2s
diff --git a/examples/Ship2D/scenes/asteroid/asteroid.tscn b/examples/Ship2D/scenes/asteroid/asteroid.tscn
new file mode 100644
index 0000000..7dd8342
--- /dev/null
+++ b/examples/Ship2D/scenes/asteroid/asteroid.tscn
@@ -0,0 +1,90 @@
+[gd_scene load_steps=14 format=3 uid="uid://da7uefbrja8u0"]
+
+[ext_resource type="Script" uid="uid://cs372i2hmtx2s" path="res://scenes/asteroid/asteroid.gd" id="1_i2wen"]
+[ext_resource type="Texture2D" uid="uid://mjpxgn86nl23" path="res://assets/asteroid.png" id="2_uoiax"]
+[ext_resource type="Texture2D" uid="uid://cqb6wvr02rka5" path="res://assets/asteroid2.png" id="3_danrt"]
+[ext_resource type="Texture2D" uid="uid://rbv5tcfk0whb" path="res://assets/asteroid3.png" id="4_ab212"]
+[ext_resource type="Texture2D" uid="uid://b0rw8ilj1ut2l" path="res://assets/asteroid4.png" id="5_7s632"]
+[ext_resource type="Texture2D" uid="uid://c551m3175eapd" path="res://assets/asteroid5.png" id="6_du6mb"]
+[ext_resource type="Texture2D" uid="uid://8oebebu1var" path="res://assets/asteroid6.png" id="7_61yp0"]
+
+[sub_resource type="Curve" id="Curve_g1nht"]
+bake_resolution = 10
+_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
+point_count = 2
+
+[sub_resource type="CurveTexture" id="CurveTexture_k1m6u"]
+curve = SubResource("Curve_g1nht")
+
+[sub_resource type="Curve" id="Curve_s457i"]
+_limits = [0.0, 10.0, 0.0, 1.0]
+bake_resolution = 10
+_data = [Vector2(0, 3.23649), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
+point_count = 2
+
+[sub_resource type="CurveTexture" id="CurveTexture_r5po8"]
+curve = SubResource("Curve_s457i")
+
+[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_2m1fr"]
+particle_flag_disable_z = true
+angle_min = 1.07288e-05
+angle_max = 360.0
+angular_velocity_min = -50.0
+angular_velocity_max = 50.0
+radial_velocity_min = 113.77
+radial_velocity_max = 113.77
+radial_velocity_curve = SubResource("CurveTexture_r5po8")
+gravity = Vector3(0, 0, 0)
+scale_min = 0.01
+scale_max = 0.1
+color = Color(1, 1, 1, 0.737255)
+alpha_curve = SubResource("CurveTexture_k1m6u")
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_kuteu"]
+radius = 53.6
+
+[node name="Asteroid" type="Area2D"]
+collision_layer = 2
+collision_mask = 514
+script = ExtResource("1_i2wen")
+
+[node name="GPUParticles2D" type="GPUParticles2D" parent="."]
+process_mode = 1
+emitting = false
+amount = 2
+texture = ExtResource("3_danrt")
+one_shot = true
+explosiveness = 1.0
+process_material = SubResource("ParticleProcessMaterial_2m1fr")
+
+[node name="Sprites" type="Node2D" parent="."]
+
+[node name="Sprite2D" type="Sprite2D" parent="Sprites"]
+visible = false
+texture = ExtResource("2_uoiax")
+
+[node name="Sprite2D2" type="Sprite2D" parent="Sprites"]
+visible = false
+texture = ExtResource("3_danrt")
+
+[node name="Sprite2D3" type="Sprite2D" parent="Sprites"]
+visible = false
+texture = ExtResource("4_ab212")
+
+[node name="Sprite2D4" type="Sprite2D" parent="Sprites"]
+visible = false
+texture = ExtResource("5_7s632")
+
+[node name="Sprite2D5" type="Sprite2D" parent="Sprites"]
+visible = false
+texture = ExtResource("6_du6mb")
+
+[node name="Sprite2D6" type="Sprite2D" parent="Sprites"]
+visible = false
+texture = ExtResource("7_61yp0")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
+shape = SubResource("CircleShape2D_kuteu")
+
+[connection signal="area_entered" from="." to="." method="_on_area_entered"]
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/examples/Ship2D/scenes/asteroid/asteroid_spawner.gd b/examples/Ship2D/scenes/asteroid/asteroid_spawner.gd
new file mode 100644
index 0000000..4905b4e
--- /dev/null
+++ b/examples/Ship2D/scenes/asteroid/asteroid_spawner.gd
@@ -0,0 +1,34 @@
+extends Node
+
+#@export var ship: Ship
+@export var asteroid_scene: PackedScene
+
+## Used for grouping all spawned instances for easy removal when needed
+@export var spawned_objects: SpawnedObjects
+
+@export var asteroid_spawn_interval_min := 0.2
+@export var asteroid_spawn_interval_max := 0.5
+var _asteroid_spawn_interval: float
+var _asteroid_spawn_timer: float
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _physics_process(delta: float) -> void:
+ _asteroid_spawn_timer += delta
+
+ if _asteroid_spawn_timer > _asteroid_spawn_interval:
+ spawn_asteroid(randi_range(1, 2))
+ reset_spawn_timer()
+
+
+func reset_spawn_timer() -> void:
+ _asteroid_spawn_interval = randf_range(asteroid_spawn_interval_min, asteroid_spawn_interval_max)
+ _asteroid_spawn_timer = 0
+
+
+func spawn_asteroid(count: int = 1):
+ for i in count:
+ var asteroid := asteroid_scene.instantiate() as Asteroid
+ spawned_objects.add_child(asteroid)
+ asteroid.position = Vector2(randf_range(0, 1920), -500)
+ asteroid.randomize_speed()
diff --git a/examples/Ship2D/scenes/asteroid/asteroid_spawner.gd.uid b/examples/Ship2D/scenes/asteroid/asteroid_spawner.gd.uid
new file mode 100644
index 0000000..6f58a2f
--- /dev/null
+++ b/examples/Ship2D/scenes/asteroid/asteroid_spawner.gd.uid
@@ -0,0 +1 @@
+uid://dk5nk5s2shpni
diff --git a/examples/Ship2D/scenes/asteroid/asteroid_spawner.tscn b/examples/Ship2D/scenes/asteroid/asteroid_spawner.tscn
new file mode 100644
index 0000000..256fc47
--- /dev/null
+++ b/examples/Ship2D/scenes/asteroid/asteroid_spawner.tscn
@@ -0,0 +1,8 @@
+[gd_scene load_steps=3 format=3 uid="uid://bwx014jyttag4"]
+
+[ext_resource type="Script" uid="uid://dk5nk5s2shpni" path="res://scenes/asteroid/asteroid_spawner.gd" id="1_7njbd"]
+[ext_resource type="PackedScene" uid="uid://da7uefbrja8u0" path="res://scenes/asteroid/asteroid.tscn" id="2_j1kme"]
+
+[node name="AsteroidSpawner" type="Node"]
+script = ExtResource("1_7njbd")
+asteroid_scene = ExtResource("2_j1kme")
diff --git a/examples/Ship2D/scenes/ball/ball.gd b/examples/Ship2D/scenes/ball/ball.gd
new file mode 100644
index 0000000..6c4db8c
--- /dev/null
+++ b/examples/Ship2D/scenes/ball/ball.gd
@@ -0,0 +1,45 @@
+extends Area2D
+class_name Ball
+
+## Removes this instance after n seconds, if no other code removes it before that
+@export var remove_after_seconds: int = 10
+
+## Tracks how long this instance exists
+var seconds: float
+
+## Linear velocity for movement, initially set by other nodes
+var linear_velocity: Vector2
+
+## The ship that spawned this instance
+var spawned_by: Ship
+
+
+func _physics_process(delta: float) -> void:
+ process_remove_after_timeout(delta)
+ process_movement(delta)
+
+
+## Moves the asteroid
+func process_movement(delta):
+ position += linear_velocity * delta
+
+
+## Removes the asteroid after `remove_after_seconds`, this is a safeguard
+## in case the instance is not already removed by collisions or other code
+func process_remove_after_timeout(delta):
+ seconds += delta
+ if seconds > remove_after_seconds:
+ queue_free()
+
+
+## Handles collisions with other physics bodies (for now, only walls)
+func _on_body_entered(body: Node) -> void:
+ queue_free()
+
+
+## Handles collisions with other instances, and asteroids
+func _on_area_entered(area: Area2D) -> void:
+ if area is Asteroid:
+ spawned_by.hit_an_asteroid()
+ area.destroy()
+ queue_free()
diff --git a/examples/Ship2D/scenes/ball/ball.tscn b/examples/Ship2D/scenes/ball/ball.tscn
new file mode 100644
index 0000000..5972905
--- /dev/null
+++ b/examples/Ship2D/scenes/ball/ball.tscn
@@ -0,0 +1,22 @@
+[gd_scene load_steps=4 format=3 uid="uid://dl6nxothvtqua"]
+
+[ext_resource type="Script" path="res://scenes/ball/ball.gd" id="1_ovmhm"]
+[ext_resource type="Texture2D" uid="uid://bqprtmb25w6u5" path="res://assets/ball.svg" id="2_1r82m"]
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_t02dy"]
+radius = 17.0
+
+[node name="Ball" type="Area2D"]
+collision_layer = 16
+collision_mask = 3
+script = ExtResource("1_ovmhm")
+
+[node name="Sprite2D" type="Sprite2D" parent="."]
+scale = Vector2(0.33, 0.33)
+texture = ExtResource("2_1r82m")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
+shape = SubResource("CircleShape2D_t02dy")
+
+[connection signal="area_entered" from="." to="." method="_on_area_entered"]
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd
new file mode 100644
index 0000000..e7ca7a9
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd
@@ -0,0 +1,2 @@
+extends BaseGameScene
+class_name AsteroidGameScene
diff --git a/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd.uid b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd.uid
new file mode 100644
index 0000000..cf64cba
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd.uid
@@ -0,0 +1 @@
+uid://bteax4826v3aj
diff --git a/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn
new file mode 100644
index 0000000..90a51fb
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn
@@ -0,0 +1,80 @@
+[gd_scene load_steps=11 format=3 uid="uid://bswnfo2l0387l"]
+
+[ext_resource type="Script" uid="uid://bteax4826v3aj" path="res://scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.gd" id="1_jgp3q"]
+[ext_resource type="Texture2D" uid="uid://btmg1n0pa2h0d" path="res://assets/Background.png" id="1_yv3j2"]
+[ext_resource type="PackedScene" uid="uid://giklicruf2u" path="res://scenes/ship/ship.tscn" id="2_vqieq"]
+[ext_resource type="Script" uid="uid://bp4cqv2mxebik" path="res://scenes/game_scenes/spawned_objects.gd" id="4_o3sdh"]
+[ext_resource type="PackedScene" uid="uid://bwx014jyttag4" path="res://scenes/asteroid/asteroid_spawner.tscn" id="5_8kb5v"]
+[ext_resource type="Script" uid="uid://cmd1i3qvcx5r3" path="res://scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd" id="6_0c2m8"]
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_1m5vw"]
+size = Vector2(3920, 1000)
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_4rtxq"]
+size = Vector2(1000, 2000)
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_rsqge"]
+size = Vector2(3920, 1000)
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_cjlw4"]
+size = Vector2(1000, 2000)
+
+[node name="AsteroidGameScene" type="Node2D" node_paths=PackedStringArray("ship")]
+script = ExtResource("1_jgp3q")
+ship = NodePath("Ship")
+
+[node name="TextureRect" type="TextureRect" parent="."]
+offset_right = 1920.0
+offset_bottom = 1080.0
+texture = ExtResource("1_yv3j2")
+
+[node name="Ship" parent="." node_paths=PackedStringArray("spawned_objects") instance=ExtResource("2_vqieq")]
+position = Vector2(969, 999)
+spawned_objects = NodePath("../SpawnedObjects")
+
+[node name="BoundariesAsteroidSensor" type="Area2D" parent="."]
+collision_layer = 2
+collision_mask = 0
+monitoring = false
+monitorable = false
+script = ExtResource("6_0c2m8")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="BoundariesAsteroidSensor"]
+position = Vector2(960, -500)
+shape = SubResource("RectangleShape2D_1m5vw")
+
+[node name="CollisionShape2D3" type="CollisionShape2D" parent="BoundariesAsteroidSensor"]
+position = Vector2(-500, 540)
+shape = SubResource("RectangleShape2D_4rtxq")
+
+[node name="CollisionShape2D4" type="CollisionShape2D" parent="BoundariesAsteroidSensor"]
+position = Vector2(2420, 540)
+shape = SubResource("RectangleShape2D_4rtxq")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="BoundariesAsteroidSensor"]
+position = Vector2(960, 1580)
+shape = SubResource("RectangleShape2D_1m5vw")
+
+[node name="Boundaries" type="StaticBody2D" parent="."]
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(960, -500)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="CollisionShape2D3" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(-500, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D4" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(2420, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(960, 1580)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="SpawnedObjects" type="Node2D" parent="."]
+script = ExtResource("4_o3sdh")
+
+[node name="AsteroidSpawner" parent="." node_paths=PackedStringArray("spawned_objects") instance=ExtResource("5_8kb5v")]
+spawned_objects = NodePath("../SpawnedObjects")
diff --git a/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd
new file mode 100644
index 0000000..c660769
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd
@@ -0,0 +1,3 @@
+extends Area2D
+
+## Prevents player raycast from seeing any asteroids outside the screen
diff --git a/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd.uid b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd.uid
new file mode 100644
index 0000000..e6efb9c
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/asteroid_game_scene/boundaries_asteroid_sensor.gd.uid
@@ -0,0 +1 @@
+uid://cmd1i3qvcx5r3
diff --git a/examples/Ship2D/scenes/game_scenes/base_game_scene.gd b/examples/Ship2D/scenes/game_scenes/base_game_scene.gd
new file mode 100644
index 0000000..7e612a2
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/base_game_scene.gd
@@ -0,0 +1,21 @@
+extends Node2D
+class_name BaseGameScene
+
+## Used to differentiate envs
+static var env_id: int = 0
+
+@export var ship: Ship
+
+## By default, this is enabled for every 2nd env
+## but you can override it for testing here
+@export var override_can_shoot_always_enabled: bool = false
+
+
+func _ready() -> void:
+ if override_can_shoot_always_enabled:
+ ship.can_shoot = 1
+ return
+
+ ## Enables ship shooting capability for every 2nd env only
+ ship.can_shoot = bool(env_id % 2)
+ BaseGameScene.env_id += 1
diff --git a/examples/Ship2D/scenes/game_scenes/base_game_scene.gd.uid b/examples/Ship2D/scenes/game_scenes/base_game_scene.gd.uid
new file mode 100644
index 0000000..a3fd31a
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/base_game_scene.gd.uid
@@ -0,0 +1 @@
+uid://bhpyfqqdtsper
diff --git a/examples/Ship2D/scenes/game_scenes/base_game_scene.tscn b/examples/Ship2D/scenes/game_scenes/base_game_scene.tscn
new file mode 100644
index 0000000..e580e61
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/base_game_scene.tscn
@@ -0,0 +1,51 @@
+[gd_scene load_steps=8 format=3 uid="uid://bswnfo2l0387l"]
+
+[ext_resource type="Script" path="res://scenes/game_scenes/base_game_scene.gd" id="1_jgp3q"]
+[ext_resource type="Texture2D" uid="uid://dl8pqumuikotr" path="res://assets/Background.png" id="1_yv3j2"]
+[ext_resource type="PackedScene" uid="uid://giklicruf2u" path="res://scenes/ship/ship.tscn" id="2_vqieq"]
+[ext_resource type="Script" path="res://scenes/game_scenes/spawned_objects.gd" id="4_o3sdh"]
+[ext_resource type="PackedScene" uid="uid://bwx014jyttag4" path="res://scenes/asteroid/asteroid_spawner.tscn" id="5_8kb5v"]
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_rsqge"]
+size = Vector2(3920, 1000)
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_cjlw4"]
+size = Vector2(1000, 2000)
+
+[node name="BaseGameScene" type="Node2D" node_paths=PackedStringArray("ship")]
+script = ExtResource("1_jgp3q")
+ship = NodePath("Ship")
+
+[node name="TextureRect" type="TextureRect" parent="."]
+offset_right = 1920.0
+offset_bottom = 1080.0
+texture = ExtResource("1_yv3j2")
+
+[node name="Ship" parent="." node_paths=PackedStringArray("spawned_objects") instance=ExtResource("2_vqieq")]
+position = Vector2(969, 999)
+spawned_objects = NodePath("../SpawnedObjects")
+
+[node name="Boundaries" type="StaticBody2D" parent="."]
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(960, -500)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="CollisionShape2D3" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(-500, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D4" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(2420, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(960, 1580)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="SpawnedObjects" type="Node2D" parent="."]
+script = ExtResource("4_o3sdh")
+
+[node name="AsteroidSpawner" parent="." node_paths=PackedStringArray("ship", "spawned_objects") instance=ExtResource("5_8kb5v")]
+ship = NodePath("../Ship")
+spawned_objects = NodePath("../SpawnedObjects")
diff --git a/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.gd b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.gd
new file mode 100644
index 0000000..ad07432
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.gd
@@ -0,0 +1,2 @@
+extends BaseGameScene
+class_name BossGameScene
diff --git a/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.gd.uid b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.gd.uid
new file mode 100644
index 0000000..4d92da0
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.gd.uid
@@ -0,0 +1 @@
+uid://bplsqbdweadcr
diff --git a/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.tscn b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.tscn
new file mode 100644
index 0000000..c8615f2
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boss_game_scene.tscn
@@ -0,0 +1,79 @@
+[gd_scene load_steps=10 format=3 uid="uid://cav0l7p55yibs"]
+
+[ext_resource type="Script" uid="uid://bplsqbdweadcr" path="res://scenes/game_scenes/boss_game_scene/boss_game_scene.gd" id="1_qiwy6"]
+[ext_resource type="Texture2D" uid="uid://btmg1n0pa2h0d" path="res://assets/Background.png" id="2_gnyax"]
+[ext_resource type="Script" uid="uid://b3g1xqywe8fr" path="res://scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd" id="3_cjdmt"]
+[ext_resource type="Script" uid="uid://bp4cqv2mxebik" path="res://scenes/game_scenes/spawned_objects.gd" id="4_kaqct"]
+[ext_resource type="PackedScene" uid="uid://df1c2tmkk6e5i" path="res://scenes/ship_enemy_boss/boss.tscn" id="6_al25m"]
+[ext_resource type="PackedScene" uid="uid://dd8ua86so56af" path="res://scenes/projectiles/projectile_enemy.tscn" id="6_cjdmt"]
+[ext_resource type="PackedScene" uid="uid://giklicruf2u" path="res://scenes/ship/ship.tscn" id="6_gnyax"]
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_rsqge"]
+size = Vector2(3920, 1000)
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_cjlw4"]
+size = Vector2(1000, 2000)
+
+[node name="BossGameScene" type="Node2D" node_paths=PackedStringArray("ship")]
+script = ExtResource("1_qiwy6")
+ship = NodePath("Ship")
+
+[node name="TextureRect" type="TextureRect" parent="."]
+offset_right = 1920.0
+offset_bottom = 1080.0
+texture = ExtResource("2_gnyax")
+
+[node name="Boundaries" type="StaticBody2D" parent="."]
+visible = false
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(960, -500)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="CollisionShape2D3" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(-500, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D4" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(2420, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="Boundaries"]
+position = Vector2(960, 1580)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="BoundariesEnemyShipSensor" type="Area2D" parent="."]
+collision_layer = 1024
+collision_mask = 0
+monitoring = false
+monitorable = false
+script = ExtResource("3_cjdmt")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="BoundariesEnemyShipSensor"]
+position = Vector2(960, -500)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="CollisionShape2D3" type="CollisionShape2D" parent="BoundariesEnemyShipSensor"]
+position = Vector2(-500, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D4" type="CollisionShape2D" parent="BoundariesEnemyShipSensor"]
+position = Vector2(2420, 540)
+shape = SubResource("RectangleShape2D_cjlw4")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="BoundariesEnemyShipSensor"]
+position = Vector2(960, 1580)
+shape = SubResource("RectangleShape2D_rsqge")
+
+[node name="SpawnedObjects" type="Node2D" parent="."]
+script = ExtResource("4_kaqct")
+
+[node name="Ship" parent="." node_paths=PackedStringArray("boss_ship", "spawned_objects") instance=ExtResource("6_gnyax")]
+position = Vector2(960, 956)
+boss_ship = NodePath("../EnemyShipBoss")
+spawned_objects = NodePath("../SpawnedObjects")
+
+[node name="EnemyShipBoss" parent="." node_paths=PackedStringArray("player_ship", "spawned_objects") instance=ExtResource("6_al25m")]
+player_ship = NodePath("../Ship")
+spawned_objects = NodePath("../SpawnedObjects")
+projectile_scene = ExtResource("6_cjdmt")
diff --git a/examples/Ship2D/scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd
new file mode 100644
index 0000000..365fa87
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd
@@ -0,0 +1,3 @@
+extends Area2D
+
+## Prevents player raycast from seeing any enemy ship(s) outside the screen
diff --git a/examples/Ship2D/scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd.uid b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd.uid
new file mode 100644
index 0000000..d50d983
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/boss_game_scene/boundaries_enemy_ship_sensor.gd.uid
@@ -0,0 +1 @@
+uid://b3g1xqywe8fr
diff --git a/examples/Ship2D/scenes/game_scenes/spawned_objects.gd b/examples/Ship2D/scenes/game_scenes/spawned_objects.gd
new file mode 100644
index 0000000..7b0cf4e
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/spawned_objects.gd
@@ -0,0 +1,9 @@
+extends Node2D
+class_name SpawnedObjects
+
+
+## Used as a container for spawned objects that need to be removed when resetting the level
+## (for now, we do not remove asteroids)
+func remove_all_spawned_items():
+ for node in get_children():
+ node.queue_free()
diff --git a/examples/Ship2D/scenes/game_scenes/spawned_objects.gd.uid b/examples/Ship2D/scenes/game_scenes/spawned_objects.gd.uid
new file mode 100644
index 0000000..d7bc15e
--- /dev/null
+++ b/examples/Ship2D/scenes/game_scenes/spawned_objects.gd.uid
@@ -0,0 +1 @@
+uid://bp4cqv2mxebik
diff --git a/examples/Ship2D/scenes/projectiles/ball.gd b/examples/Ship2D/scenes/projectiles/ball.gd
new file mode 100644
index 0000000..b06dcea
--- /dev/null
+++ b/examples/Ship2D/scenes/projectiles/ball.gd
@@ -0,0 +1,48 @@
+extends Area2D
+class_name Projectile
+
+## Removes this instance after n seconds, if no other code removes it before that
+@export var remove_after_seconds: int = 10
+
+## Tracks how long this instance exists
+var seconds: float
+
+## Linear velocity for movement, initially set by other nodes
+var linear_velocity: Vector2
+
+## The ship that spawned this instance
+var spawned_by: Node2D
+
+
+func _physics_process(delta: float) -> void:
+ process_remove_after_timeout(delta)
+ process_movement(delta)
+
+
+## Moves the asteroid
+func process_movement(delta):
+ position += linear_velocity * delta
+
+
+## Removes the asteroid after `remove_after_seconds`, this is a safeguard
+## in case the instance is not already removed by collisions or other code
+func process_remove_after_timeout(delta):
+ seconds += delta
+ if seconds > remove_after_seconds:
+ queue_free()
+
+
+## Handles collisions with other physics bodies (walls and player ship)
+func _on_body_entered(body: Node) -> void:
+ if body is Ship:
+ body.hit()
+ queue_free()
+
+
+## Handles collisions with other instances and the boss ship
+func _on_area_entered(area: Area2D) -> void:
+ if area is Asteroid:
+ spawned_by.hit_an_asteroid()
+ if area.has_method("hit"):
+ area.hit()
+ queue_free()
diff --git a/examples/Ship2D/scenes/projectiles/ball.gd.uid b/examples/Ship2D/scenes/projectiles/ball.gd.uid
new file mode 100644
index 0000000..2d380c9
--- /dev/null
+++ b/examples/Ship2D/scenes/projectiles/ball.gd.uid
@@ -0,0 +1 @@
+uid://8aa5kw4xcr4m
diff --git a/examples/Ship2D/scenes/projectiles/projectile.gd b/examples/Ship2D/scenes/projectiles/projectile.gd
new file mode 100644
index 0000000..b06dcea
--- /dev/null
+++ b/examples/Ship2D/scenes/projectiles/projectile.gd
@@ -0,0 +1,48 @@
+extends Area2D
+class_name Projectile
+
+## Removes this instance after n seconds, if no other code removes it before that
+@export var remove_after_seconds: int = 10
+
+## Tracks how long this instance exists
+var seconds: float
+
+## Linear velocity for movement, initially set by other nodes
+var linear_velocity: Vector2
+
+## The ship that spawned this instance
+var spawned_by: Node2D
+
+
+func _physics_process(delta: float) -> void:
+ process_remove_after_timeout(delta)
+ process_movement(delta)
+
+
+## Moves the asteroid
+func process_movement(delta):
+ position += linear_velocity * delta
+
+
+## Removes the asteroid after `remove_after_seconds`, this is a safeguard
+## in case the instance is not already removed by collisions or other code
+func process_remove_after_timeout(delta):
+ seconds += delta
+ if seconds > remove_after_seconds:
+ queue_free()
+
+
+## Handles collisions with other physics bodies (walls and player ship)
+func _on_body_entered(body: Node) -> void:
+ if body is Ship:
+ body.hit()
+ queue_free()
+
+
+## Handles collisions with other instances and the boss ship
+func _on_area_entered(area: Area2D) -> void:
+ if area is Asteroid:
+ spawned_by.hit_an_asteroid()
+ if area.has_method("hit"):
+ area.hit()
+ queue_free()
diff --git a/examples/Ship2D/scenes/projectiles/projectile.gd.uid b/examples/Ship2D/scenes/projectiles/projectile.gd.uid
new file mode 100644
index 0000000..2d380c9
--- /dev/null
+++ b/examples/Ship2D/scenes/projectiles/projectile.gd.uid
@@ -0,0 +1 @@
+uid://8aa5kw4xcr4m
diff --git a/examples/Ship2D/scenes/projectiles/projectile_enemy.tscn b/examples/Ship2D/scenes/projectiles/projectile_enemy.tscn
new file mode 100644
index 0000000..07c95eb
--- /dev/null
+++ b/examples/Ship2D/scenes/projectiles/projectile_enemy.tscn
@@ -0,0 +1,22 @@
+[gd_scene load_steps=4 format=3 uid="uid://dd8ua86so56af"]
+
+[ext_resource type="Script" uid="uid://8aa5kw4xcr4m" path="res://scenes/projectiles/projectile.gd" id="1_5d7ua"]
+[ext_resource type="Texture2D" uid="uid://ya6rcpktvvvp" path="res://assets/ball_red.svg" id="2_5d7ua"]
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_t02dy"]
+radius = 17.0
+
+[node name="ProjectileEnemy" type="Area2D"]
+collision_layer = 32
+collision_mask = 513
+script = ExtResource("1_5d7ua")
+
+[node name="Sprite2D" type="Sprite2D" parent="."]
+scale = Vector2(0.33, 0.33)
+texture = ExtResource("2_5d7ua")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
+shape = SubResource("CircleShape2D_t02dy")
+
+[connection signal="area_entered" from="." to="." method="_on_area_entered"]
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/examples/Ship2D/scenes/projectiles/projectile_player.tscn b/examples/Ship2D/scenes/projectiles/projectile_player.tscn
new file mode 100644
index 0000000..9566c78
--- /dev/null
+++ b/examples/Ship2D/scenes/projectiles/projectile_player.tscn
@@ -0,0 +1,22 @@
+[gd_scene load_steps=4 format=3 uid="uid://dl6nxothvtqua"]
+
+[ext_resource type="Script" uid="uid://8aa5kw4xcr4m" path="res://scenes/projectiles/projectile.gd" id="1_ovmhm"]
+[ext_resource type="Texture2D" uid="uid://cnfr52i2fr3yg" path="res://assets/ball_green.svg" id="2_1r82m"]
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_t02dy"]
+radius = 17.0
+
+[node name="ProjectilePlayer" type="Area2D"]
+collision_layer = 16
+collision_mask = 1027
+script = ExtResource("1_ovmhm")
+
+[node name="Sprite2D" type="Sprite2D" parent="."]
+scale = Vector2(0.33, 0.33)
+texture = ExtResource("2_1r82m")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
+shape = SubResource("CircleShape2D_t02dy")
+
+[connection signal="area_entered" from="." to="." method="_on_area_entered"]
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/examples/Ship2D/scenes/ship/ball_sensor.gd b/examples/Ship2D/scenes/ship/ball_sensor.gd
new file mode 100644
index 0000000..72d8516
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ball_sensor.gd
@@ -0,0 +1,36 @@
+extends ShapeCast2D
+class_name ProjectileSensor
+
+## Adds position to n nearest projectile objects detected
+## maximum amount of objects included is set by max_results
+
+
+func get_observation():
+ var detected_projectiles: Array[Projectile]
+ for i in get_collision_count():
+ var collider := get_collider(i)
+ if collider is Projectile:
+ detected_projectiles.append(collider)
+
+ detected_projectiles.sort_custom(
+ func(a: Projectile, b: Projectile):
+ return (
+ a.global_position.distance_squared_to(global_position)
+ < b.global_position.distance_squared_to(global_position)
+ )
+ )
+
+ var obs: Array[float]
+ for projectile_idx in max_results:
+ var projectile: Projectile
+ if projectile_idx < detected_projectiles.size():
+ projectile = detected_projectiles[projectile_idx]
+
+ var projectile_obs := [0.0, 0.0, 0.0]
+ if projectile:
+ var relative := to_local(projectile.global_position)
+ var direction := relative.normalized()
+ var distance := clampf(relative.length() / shape.radius, 0.0, 1.0)
+ projectile_obs = [direction.x, direction.y, distance]
+ obs.append_array(projectile_obs)
+ return obs
diff --git a/examples/Ship2D/scenes/ship/ball_sensor.gd.uid b/examples/Ship2D/scenes/ship/ball_sensor.gd.uid
new file mode 100644
index 0000000..1350d7a
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ball_sensor.gd.uid
@@ -0,0 +1 @@
+uid://bn2wd3ur67von
diff --git a/examples/Ship2D/scenes/ship/projectile_sensor.gd b/examples/Ship2D/scenes/ship/projectile_sensor.gd
new file mode 100644
index 0000000..f0273b7
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/projectile_sensor.gd
@@ -0,0 +1,42 @@
+extends ShapeCast2D
+class_name ProjectileSensor
+
+## Adds position to n nearest projectile objects detected
+## maximum amount of objects included is set by max_results
+
+
+func get_observation():
+ force_shapecast_update()
+
+ var detected_projectiles: Array[Projectile]
+ for i in get_collision_count():
+ var collider := get_collider(i)
+ if collider is Projectile:
+ detected_projectiles.append(collider)
+
+ detected_projectiles.sort_custom(
+ func(a: Projectile, b: Projectile):
+ return (
+ a.global_position.distance_squared_to(global_position)
+ < b.global_position.distance_squared_to(global_position)
+ )
+ )
+
+ var obs: Array[float]
+ for projectile_idx in max_results:
+ var projectile: Projectile
+ if projectile_idx < detected_projectiles.size():
+ projectile = detected_projectiles[projectile_idx]
+
+ var projectile_obs := [0.0, 0.0, 0.0, 0.0, 0.0]
+ #var projectile_obs := [0.0, 0.0, 0.0]
+ if projectile:
+ var relative := to_local(projectile.global_position)
+ var direction := relative.normalized()
+ var distance := clampf(relative.length() / shape.radius, 0.0, 1.0)
+ var rel_vel = projectile.linear_velocity
+ #rel_vel = rel_vel.rotated(-projectile.global_position.direction_to(global_position).angle())
+ rel_vel = rel_vel.normalized() # Keep only the directional info
+ projectile_obs = [direction.x, direction.y, distance, rel_vel.x, rel_vel.y]
+ obs.append_array(projectile_obs)
+ return obs
diff --git a/examples/Ship2D/scenes/ship/projectile_sensor.gd.uid b/examples/Ship2D/scenes/ship/projectile_sensor.gd.uid
new file mode 100644
index 0000000..1350d7a
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/projectile_sensor.gd.uid
@@ -0,0 +1 @@
+uid://bn2wd3ur67von
diff --git a/examples/Ship2D/scenes/ship/ship.gd b/examples/Ship2D/scenes/ship/ship.gd
new file mode 100644
index 0000000..e86fc6c
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ship.gd
@@ -0,0 +1,97 @@
+extends CharacterBody2D
+class_name Ship
+
+@export var boss_ship: ShipEnemyBoss
+@export var projectile_scene: PackedScene
+@export var ai_controller: ShipAIController
+## Used for grouping all spawned instances for easy removal
+@export var spawned_objects: SpawnedObjects
+@export var ship_acceleration: float = 100000
+@export var projectile_velocity: float = 2500
+@export var projectile_fire_interval_seconds: float = 0.1
+
+@onready var _initial_transform := global_transform
+
+var can_shoot: bool
+var time_since_projectile_spawned: float
+var requested_movement: float
+var requested_shoot: float
+
+var _time_survived: float
+
+
+func _ready() -> void:
+ reposition_player()
+
+
+func _physics_process(delta: float) -> void:
+ var direction: float
+
+ _time_survived += delta
+ requested_movement = signf(requested_movement)
+
+ direction = requested_movement
+
+ velocity += global_transform.x * direction * ship_acceleration * delta
+ velocity = velocity.move_toward(Vector2.ZERO, ship_acceleration * 0.95 * delta)
+
+ move_and_slide()
+
+ time_since_projectile_spawned += delta
+ if can_shoot and requested_shoot:
+ handle_shoot()
+
+
+func handle_shoot():
+ if time_since_projectile_spawned > projectile_fire_interval_seconds:
+ var projectile = projectile_scene.instantiate() as Projectile
+ spawned_objects.add_child(projectile)
+ projectile.global_position = global_position - global_transform.orthonormalized().y * 100
+ projectile.linear_velocity = ((-global_transform.y.normalized()) * projectile_velocity)
+ projectile.spawned_by = self
+ time_since_projectile_spawned = 0
+
+
+func game_over(final_reward := 0.0) -> void:
+ _time_survived = 0
+ spawned_objects.remove_all_spawned_items()
+ ai_controller.end_episode(final_reward)
+ reposition_player()
+ velocity = Vector2.ZERO
+
+
+func reposition_player():
+ global_transform = _initial_transform
+ if boss_ship: # Might be moved to a scene manager in future updates
+ boss_ship.reset()
+
+
+## Called by an asteroid instance that hits the ship
+func hit_by_asteroid() -> void:
+ # Check that the ship has survived for longer than n seconds
+ # this adds a "protection period" after getting hit
+ if _time_survived > 1.0:
+ game_over(-5.0)
+
+
+## Called by a projectile instance that has hit an asteroid
+func hit_an_asteroid():
+ ai_controller.reward += 0.1
+
+
+## Called by enemy boss ship that was hit
+func hit_enemy_boss_ship():
+ ai_controller.reward += 0.1
+
+
+func defeated_boss_ship():
+ game_over(0.0)
+
+
+## Called by a projectile instance that hit the ship
+## (currently that means the enemy boss ship has hit the player ship)
+func hit():
+ # Check that the ship has survived for longer than n seconds
+ # this adds a "protection period" after getting hit
+ if _time_survived > 1.0:
+ game_over(-50.0)
diff --git a/examples/Ship2D/scenes/ship/ship.gd.uid b/examples/Ship2D/scenes/ship/ship.gd.uid
new file mode 100644
index 0000000..133f3c9
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ship.gd.uid
@@ -0,0 +1 @@
+uid://8ytlelvwj7m2
diff --git a/examples/Ship2D/scenes/ship/ship.tscn b/examples/Ship2D/scenes/ship/ship.tscn
new file mode 100644
index 0000000..97111e5
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ship.tscn
@@ -0,0 +1,75 @@
+[gd_scene load_steps=10 format=3 uid="uid://giklicruf2u"]
+
+[ext_resource type="Texture2D" uid="uid://bihmrnhpofem3" path="res://assets/Ship.png" id="1_dm7gt"]
+[ext_resource type="Script" uid="uid://8ytlelvwj7m2" path="res://scenes/ship/ship.gd" id="1_hjjh5"]
+[ext_resource type="PackedScene" uid="uid://dl6nxothvtqua" path="res://scenes/projectiles/projectile_player.tscn" id="2_18p7p"]
+[ext_resource type="Script" uid="uid://ckmria3yip4c" path="res://scenes/ship/ship_ai_controller.gd" id="3_ijd3m"]
+[ext_resource type="Script" uid="uid://dbdksstuow56x" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="5_xq2sa"]
+[ext_resource type="Script" uid="uid://bn2wd3ur67von" path="res://scenes/ship/projectile_sensor.gd" id="6_dh1m8"]
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_7nsyl"]
+radius = 1000.0
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_450bq"]
+radius = 41.72
+
+[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_fpp2b"]
+radius = 30.2
+height = 181.6
+
+[node name="Ship" type="CharacterBody2D" node_paths=PackedStringArray("ai_controller")]
+collision_layer = 512
+script = ExtResource("1_hjjh5")
+projectile_scene = ExtResource("2_18p7p")
+ai_controller = NodePath("AIController2D")
+
+[node name="Sprite2D" type="Sprite2D" parent="."]
+texture = ExtResource("1_dm7gt")
+
+[node name="AIController2D" type="Node2D" parent="." node_paths=PackedStringArray("player", "raycast_sensors")]
+script = ExtResource("3_ijd3m")
+player = NodePath("..")
+raycast_sensors = [NodePath("RaycastSensorWall"), NodePath("RaycastSensorAsteroid"), NodePath("RaycastSensorEnemyShip"), NodePath("EnemyProjectileSensor")]
+reset_after = 512
+
+[node name="RaycastSensorWall" type="Node2D" parent="AIController2D"]
+rotation = 1.5708
+script = ExtResource("5_xq2sa")
+n_rays = 2.0
+ray_length = 2000
+
+[node name="RaycastSensorAsteroid" type="Node2D" parent="AIController2D"]
+rotation = -1.5708
+script = ExtResource("5_xq2sa")
+collision_mask = 2
+collide_with_areas = true
+collide_with_bodies = false
+ray_length = 2000
+cone_width = 185.0
+
+[node name="RaycastSensorEnemyShip" type="Node2D" parent="AIController2D"]
+rotation = -1.5708
+script = ExtResource("5_xq2sa")
+collision_mask = 1024
+collide_with_areas = true
+collide_with_bodies = false
+ray_length = 2000
+cone_width = 185.0
+
+[node name="EnemyProjectileSensor" type="ShapeCast2D" parent="AIController2D"]
+visible = false
+enabled = false
+shape = SubResource("CircleShape2D_7nsyl")
+max_results = 5
+collision_mask = 32
+collide_with_areas = true
+collide_with_bodies = false
+script = ExtResource("6_dh1m8")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
+shape = SubResource("CircleShape2D_450bq")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
+position = Vector2(0, 11.285)
+rotation = 1.5708
+shape = SubResource("CapsuleShape2D_fpp2b")
diff --git a/examples/Ship2D/scenes/ship/ship_ai_controller.gd b/examples/Ship2D/scenes/ship/ship_ai_controller.gd
new file mode 100644
index 0000000..8ad1718
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ship_ai_controller.gd
@@ -0,0 +1,79 @@
+extends AIController2D
+class_name ShipAIController
+
+@export var player: Ship
+@export var raycast_sensors: Array[Node2D]
+
+
+## Overriden to remove resetting after n steps
+func _physics_process(_delta):
+ n_steps += 1
+ if needs_reset:
+ reset()
+
+ if heuristic == "human":
+ set_action()
+
+
+func end_episode(final_reward := 0.0) -> void:
+ reward += final_reward
+ done = true
+ reset()
+
+
+func reset():
+ super.reset()
+
+
+func get_raycast_obs() -> Array[float]:
+ var obs: Array[float]
+ for sensor in raycast_sensors:
+ obs.append_array(sensor.get_observation())
+ return obs
+
+
+#var previous_raycast_obs: Array
+func get_obs() -> Dictionary:
+ var obs: Array[float]
+
+ var raycast_obs: Array[float] = get_raycast_obs()
+
+ obs.append_array(raycast_obs)
+
+ var velocity_x = clampf(player.get_real_velocity().x / 3000, -1.0, 1.0)
+
+ obs.append_array(
+ [
+ float(player.can_shoot),
+ clampf(player.time_since_projectile_spawned /
+ player.projectile_fire_interval_seconds, 0, 1.0),
+ velocity_x
+ ]
+ )
+
+ return {"obs": obs}
+
+
+func get_reward() -> float:
+ return reward
+
+
+func get_action_space() -> Dictionary:
+ return {
+ "move": {"size": 3, "action_type": "discrete"},
+ "shoot": {"size": 2, "action_type": "discrete"},
+ }
+
+
+func set_action(_action = null) -> void:
+ var move_dir: float
+ var shoot: float
+ if _action:
+ move_dir = _action.move - 1
+ shoot = bool(_action.shoot)
+ else:
+ move_dir = Input.get_axis("move_left", "move_right")
+ shoot = Input.is_action_pressed("shoot")
+
+ player.requested_movement = move_dir
+ player.requested_shoot = shoot
diff --git a/examples/Ship2D/scenes/ship/ship_ai_controller.gd.uid b/examples/Ship2D/scenes/ship/ship_ai_controller.gd.uid
new file mode 100644
index 0000000..6b9c02c
--- /dev/null
+++ b/examples/Ship2D/scenes/ship/ship_ai_controller.gd.uid
@@ -0,0 +1 @@
+uid://ckmria3yip4c
diff --git a/examples/Ship2D/scenes/ship_enemy_boss/boss.gd b/examples/Ship2D/scenes/ship_enemy_boss/boss.gd
new file mode 100644
index 0000000..b324799
--- /dev/null
+++ b/examples/Ship2D/scenes/ship_enemy_boss/boss.gd
@@ -0,0 +1,96 @@
+extends Area2D
+class_name ShipEnemyBoss
+
+@export var player_ship: Ship
+## Used for grouping all spawned instances for easy removal
+@export var spawned_objects: SpawnedObjects
+@export var health_bar: HealthBar
+## How much damage to receive if hit (by player projectile only for now)
+@export var damage_taken_per_hit := 0.45
+@export var projectile_scene: PackedScene
+## How many projectiles to spawn at once (in sequence)
+@export var proj_spawn_count_sequence := [1, 3, 2, 4, 3, 5]
+## The cone width of the spawned projectiles
+@export var fire_cone_width := PI / 1.25
+## Time between spawning projectiles
+@export var fire_interval := 1.38
+## Velocity of the spawned projectiles
+@export var proj_velocity: float = 1000
+## The animation (used for different movement sequences of the boss)
+@export var animation: AnimationPlayer
+
+@onready var _initial_transform = transform
+var _proj_spawn_count_sequence_index := 0
+
+var _fire_timer: float = 0
+var _hp := 100.0:
+ set = set_hp
+
+
+func _physics_process(delta: float) -> void:
+ handle_shoot(delta)
+
+
+func handle_shoot(delta):
+ _fire_timer += delta
+ if _fire_timer > fire_interval:
+ var spawn_count = proj_spawn_count_sequence[_proj_spawn_count_sequence_index]
+ shoot(spawn_count, fire_cone_width, true)
+ _proj_spawn_count_sequence_index += 1
+ _proj_spawn_count_sequence_index %= proj_spawn_count_sequence.size()
+ _fire_timer = 0
+
+
+## Spawns projs
+func shoot(spawn_count: int, cone_width: float, center_at_player: bool = false):
+ var step := cone_width / spawn_count
+ var start_angle := -(cone_width / 2.0) + (step / 2.0)
+
+ for i in spawn_count:
+ var projectile = projectile_scene.instantiate() as Projectile
+ spawned_objects.add_child(projectile)
+
+ projectile.global_position = global_position
+
+ var projectile_direction: Vector2
+ if center_at_player:
+ projectile_direction = projectile.global_position.direction_to(
+ player_ship.global_position
+ )
+ else:
+ projectile_direction = Vector2.DOWN
+
+ projectile.global_position += projectile_direction * 50.0
+ projectile.linear_velocity = projectile_direction * proj_velocity
+
+ var angle := start_angle + i * step
+ projectile.linear_velocity = projectile.linear_velocity.rotated(angle)
+ projectile.spawned_by = self
+
+
+## Called by a projectile instance that hit the ship
+func hit():
+ _hp -= damage_taken_per_hit
+ if _hp < 0.1:
+ reset()
+ player_ship.defeated_boss_ship()
+ player_ship.hit_enemy_boss_ship()
+
+
+func set_hp(value):
+ _hp = value
+ health_bar.set_health(_hp)
+
+
+func reset():
+ animation.stop()
+ animation.play("animation")
+ _hp = 100
+ _fire_timer = 0
+ _proj_spawn_count_sequence_index = 0
+ reposition()
+
+
+func reposition():
+ if _initial_transform:
+ transform = _initial_transform
diff --git a/examples/Ship2D/scenes/ship_enemy_boss/boss.gd.uid b/examples/Ship2D/scenes/ship_enemy_boss/boss.gd.uid
new file mode 100644
index 0000000..ae05e2d
--- /dev/null
+++ b/examples/Ship2D/scenes/ship_enemy_boss/boss.gd.uid
@@ -0,0 +1 @@
+uid://dgq6ji1e4ow70
diff --git a/examples/Ship2D/scenes/ship_enemy_boss/boss.tscn b/examples/Ship2D/scenes/ship_enemy_boss/boss.tscn
new file mode 100644
index 0000000..1949ebd
--- /dev/null
+++ b/examples/Ship2D/scenes/ship_enemy_boss/boss.tscn
@@ -0,0 +1,146 @@
+[gd_scene load_steps=10 format=3 uid="uid://df1c2tmkk6e5i"]
+
+[ext_resource type="Script" uid="uid://dgq6ji1e4ow70" path="res://scenes/ship_enemy_boss/boss.gd" id="1_74po8"]
+[ext_resource type="Texture2D" uid="uid://x0fs4oaimipy" path="res://assets/ShipEnemy.png" id="2_fbos3"]
+[ext_resource type="Script" uid="uid://bjn1r547iu6tq" path="res://scenes/ship_enemy_boss/health_bar.gd" id="3_fbos3"]
+
+[sub_resource type="CircleShape2D" id="CircleShape2D_450bq"]
+radius = 67.57
+
+[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_fpp2b"]
+radius = 74.71498
+height = 371.99994
+
+[sub_resource type="Animation" id="Animation_cjdmt"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector2(960, 241)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath(".:rotation")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [0.0]
+}
+
+[sub_resource type="Animation" id="Animation_al25m"]
+resource_name = "animation"
+length = 5.0
+step = 0.0333333
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 1, 2, 3, 4, 5),
+"transitions": PackedFloat32Array(-2, -2, -2, -2, -2, -2),
+"update": 0,
+"values": [Vector2(960, 187.73), Vector2(-240, 237.73), Vector2(960, 187.73), Vector2(960, 187.73), Vector2(2160, 237.73), Vector2(960, 187.73)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath(".:rotation")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 1, 2, 3, 4, 5),
+"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
+"update": 0,
+"values": [0.0, -0.17453292519943295, 0.17453292519943295, -0.17453292519943295, 0.17453292519943295, 0.0]
+}
+
+[sub_resource type="Animation" id="Animation_i3xlu"]
+resource_name = "animation2"
+length = 10.0
+step = 0.0333333
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10),
+"transitions": PackedFloat32Array(-2, -2, -2, -2, -2, -2, -2, -2, -2, -2, -2),
+"update": 0,
+"values": [Vector2(960, 187.73), Vector2(960, -199.415), Vector2(460, -199.415), Vector2(460, 187.73), Vector2(460, 187.73), Vector2(1460, 187.73), Vector2(1460, 187.73), Vector2(1460, -199.415), Vector2(960, -199.415), Vector2(960, 187.73), Vector2(960, 187.73)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath(".:rotation")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10),
+"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
+"update": 0,
+"values": [0.0, -0.17453292519943295, 0.17453292519943295, -0.17453292519943295, 0.17453292519943295, -0.17453292519943295, 0.17453292519943295, -0.17453292519943295, 0.17453292519943295, -0.17453292519943295, 0.17453292519943295]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_cjdmt"]
+_data = {
+&"RESET": SubResource("Animation_cjdmt"),
+&"animation": SubResource("Animation_al25m"),
+&"animation2": SubResource("Animation_i3xlu")
+}
+
+[node name="EnemyShipBoss" type="Area2D" node_paths=PackedStringArray("health_bar", "animation")]
+position = Vector2(960, 241)
+collision_layer = 1024
+script = ExtResource("1_74po8")
+health_bar = NodePath("HealthBar")
+animation = NodePath("AnimationPlayer")
+
+[node name="Sprite2D" type="Sprite2D" parent="."]
+scale = Vector2(2, 2)
+texture = ExtResource("2_fbos3")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
+position = Vector2(0, -26.455)
+shape = SubResource("CircleShape2D_450bq")
+
+[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
+position = Vector2(0, 11.285)
+rotation = 1.5708
+shape = SubResource("CapsuleShape2D_fpp2b")
+
+[node name="HealthBar" type="ProgressBar" parent="."]
+anchors_preset = 8
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = -150.0
+offset_top = -138.5
+offset_right = 150.0
+offset_bottom = -111.5
+grow_horizontal = 2
+grow_vertical = 2
+script = ExtResource("3_fbos3")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+&"": SubResource("AnimationLibrary_cjdmt")
+}
+speed_scale = 0.5
+next/animation = &"animation2"
+next/animation2 = &"animation"
diff --git a/examples/Ship2D/scenes/ship_enemy_boss/health_bar.gd b/examples/Ship2D/scenes/ship_enemy_boss/health_bar.gd
new file mode 100644
index 0000000..074274d
--- /dev/null
+++ b/examples/Ship2D/scenes/ship_enemy_boss/health_bar.gd
@@ -0,0 +1,22 @@
+extends ProgressBar
+class_name HealthBar
+
+var stylebox: StyleBoxFlat
+@export var full_hp_color = Color.GREEN
+@export var empty_hp_color = Color.RED
+var current_color: Color = full_hp_color
+
+
+func _ready() -> void:
+ stylebox = StyleBoxFlat.new()
+ add_theme_color_override("font_color", Color.BLACK)
+ add_theme_stylebox_override("background", stylebox)
+
+
+func set_health(health := 100.0):
+ if not is_node_ready():
+ await ready
+
+ value = health
+ current_color = full_hp_color.lerp(empty_hp_color, (100 - health) / 100.0)
+ stylebox.bg_color = current_color
diff --git a/examples/Ship2D/scenes/ship_enemy_boss/health_bar.gd.uid b/examples/Ship2D/scenes/ship_enemy_boss/health_bar.gd.uid
new file mode 100644
index 0000000..7978c85
--- /dev/null
+++ b/examples/Ship2D/scenes/ship_enemy_boss/health_bar.gd.uid
@@ -0,0 +1 @@
+uid://bjn1r547iu6tq
diff --git a/examples/Ship2D/scenes/test_scene/test_boss_scene.tscn b/examples/Ship2D/scenes/test_scene/test_boss_scene.tscn
new file mode 100644
index 0000000..2f45e36
--- /dev/null
+++ b/examples/Ship2D/scenes/test_scene/test_boss_scene.tscn
@@ -0,0 +1,17 @@
+[gd_scene load_steps=3 format=3 uid="uid://dmumxjvt7qg0s"]
+
+[ext_resource type="PackedScene" uid="uid://cav0l7p55yibs" path="res://scenes/game_scenes/boss_game_scene/boss_game_scene.tscn" id="1_37srg"]
+[ext_resource type="Script" uid="uid://dwyruq0ulo56c" path="res://addons/godot_rl_agents/sync.gd" id="2_lgab8"]
+
+[node name="TestScene" type="Node2D"]
+
+[node name="BossGameScene" parent="." instance=ExtResource("1_37srg")]
+
+[node name="Camera2D" type="Camera2D" parent="."]
+position = Vector2(960, 540)
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_lgab8")
+control_mode = 0
+action_repeat = 4
+onnx_model_path = "model.onnx"
diff --git a/examples/Ship2D/scenes/test_scene/test_scene.tscn b/examples/Ship2D/scenes/test_scene/test_scene.tscn
new file mode 100644
index 0000000..4da821c
--- /dev/null
+++ b/examples/Ship2D/scenes/test_scene/test_scene.tscn
@@ -0,0 +1,18 @@
+[gd_scene load_steps=3 format=3 uid="uid://d35htadfm3qip"]
+
+[ext_resource type="Script" uid="uid://dwyruq0ulo56c" path="res://addons/godot_rl_agents/sync.gd" id="2_0dvr4"]
+[ext_resource type="PackedScene" uid="uid://bswnfo2l0387l" path="res://scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn" id="3_3wx3y"]
+
+[node name="TestScene" type="Node2D"]
+
+[node name="BaseGameScene" parent="." instance=ExtResource("3_3wx3y")]
+override_can_shoot_always_enabled = true
+
+[node name="Camera2D" type="Camera2D" parent="."]
+position = Vector2(960, 540)
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_0dvr4")
+control_mode = 2
+action_repeat = 4
+onnx_model_path = "model.onnx"
diff --git a/examples/Ship2D/scenes/test_scene/test_scene_asteroids.tscn b/examples/Ship2D/scenes/test_scene/test_scene_asteroids.tscn
new file mode 100644
index 0000000..4325896
--- /dev/null
+++ b/examples/Ship2D/scenes/test_scene/test_scene_asteroids.tscn
@@ -0,0 +1,19 @@
+[gd_scene load_steps=3 format=3 uid="uid://d35htadfm3qip"]
+
+[ext_resource type="PackedScene" uid="uid://bswnfo2l0387l" path="res://scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn" id="1_230it"]
+[ext_resource type="Script" uid="uid://dsq7jynbrdcgu" path="res://addons/godot_rl_agents/sync.gd" id="2_uhjbv"]
+
+[node name="TestScene" type="Node2D"]
+
+[node name="AsteroidGameScene" parent="." instance=ExtResource("1_230it")]
+override_can_shoot_always_enabled = true
+
+[node name="Camera2D" type="Camera2D" parent="."]
+position = Vector2(960, 540)
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_uhjbv")
+control_mode = 2
+action_repeat = 4
+onnx_model_path = "model.onnx"
+deterministic_inference = false
diff --git a/examples/Ship2D/scenes/test_scene/test_scene_boss.tscn b/examples/Ship2D/scenes/test_scene/test_scene_boss.tscn
new file mode 100644
index 0000000..cfd35ff
--- /dev/null
+++ b/examples/Ship2D/scenes/test_scene/test_scene_boss.tscn
@@ -0,0 +1,19 @@
+[gd_scene load_steps=3 format=3 uid="uid://dmumxjvt7qg0s"]
+
+[ext_resource type="PackedScene" uid="uid://cav0l7p55yibs" path="res://scenes/game_scenes/boss_game_scene/boss_game_scene.tscn" id="1_3prfu"]
+[ext_resource type="Script" uid="uid://dsq7jynbrdcgu" path="res://addons/godot_rl_agents/sync.gd" id="2_qmijl"]
+
+[node name="TestScene" type="Node2D"]
+
+[node name="BossGameScene" parent="." instance=ExtResource("1_3prfu")]
+override_can_shoot_always_enabled = true
+
+[node name="Camera2D" type="Camera2D" parent="."]
+position = Vector2(960, 540)
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_qmijl")
+control_mode = 2
+action_repeat = 4
+onnx_model_path = "model.onnx"
+deterministic_inference = false
diff --git a/examples/Ship2D/scenes/train_scene/training_scene.tscn b/examples/Ship2D/scenes/train_scene/training_scene.tscn
new file mode 100644
index 0000000..a392084
--- /dev/null
+++ b/examples/Ship2D/scenes/train_scene/training_scene.tscn
@@ -0,0 +1,43 @@
+[gd_scene load_steps=3 format=3 uid="uid://ji4spgoalcj6"]
+
+[ext_resource type="Script" path="res://addons/godot_rl_agents/sync.gd" id="2_vhkae"]
+[ext_resource type="PackedScene" uid="uid://bswnfo2l0387l" path="res://scenes/game_scenes/base_game_scene.tscn" id="3_jqd0t"]
+
+[node name="TrainingScene" type="Node2D"]
+
+[node name="BaseGameScene" parent="." instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport" instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport2" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport2" instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport3" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport3" instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport4" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport4" instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport5" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport5" instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport6" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport6" instance=ExtResource("3_jqd0t")]
+
+[node name="SubViewport7" type="SubViewport" parent="."]
+
+[node name="BaseGameScene" parent="SubViewport7" instance=ExtResource("3_jqd0t")]
+
+[node name="Camera2D" type="Camera2D" parent="."]
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_vhkae")
+action_repeat = 4
+speed_up = 16.0
diff --git a/examples/Ship2D/scenes/train_scene/training_scene_asteroids.tscn b/examples/Ship2D/scenes/train_scene/training_scene_asteroids.tscn
new file mode 100644
index 0000000..994e49d
--- /dev/null
+++ b/examples/Ship2D/scenes/train_scene/training_scene_asteroids.tscn
@@ -0,0 +1,65 @@
+[gd_scene load_steps=3 format=3 uid="uid://ji4spgoalcj6"]
+
+[ext_resource type="PackedScene" uid="uid://bswnfo2l0387l" path="res://scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn" id="1_qvwyi"]
+[ext_resource type="Script" uid="uid://dsq7jynbrdcgu" path="res://addons/godot_rl_agents/sync.gd" id="2_rgi60"]
+
+[node name="TrainingScene" type="Node2D"]
+
+[node name="BaseGameScene" parent="." instance=ExtResource("1_qvwyi")]
+override_can_shoot_always_enabled = true
+
+[node name="SubViewport" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport" instance=ExtResource("1_qvwyi")]
+
+[node name="SubViewport2" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport2" instance=ExtResource("1_qvwyi")]
+override_can_shoot_always_enabled = true
+
+[node name="SubViewport3" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport3" instance=ExtResource("1_qvwyi")]
+
+[node name="SubViewport4" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport4" instance=ExtResource("1_qvwyi")]
+override_can_shoot_always_enabled = true
+
+[node name="SubViewport5" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport5" instance=ExtResource("1_qvwyi")]
+
+[node name="SubViewport6" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport6" instance=ExtResource("1_qvwyi")]
+override_can_shoot_always_enabled = true
+
+[node name="SubViewport7" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport7" instance=ExtResource("1_qvwyi")]
+
+[node name="SubViewport8" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BaseGameScene" parent="SubViewport8" instance=ExtResource("1_qvwyi")]
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_rgi60")
+action_repeat = 4
+speed_up = 16.0
diff --git a/examples/Ship2D/scenes/train_scene/training_scene_boss.tscn b/examples/Ship2D/scenes/train_scene/training_scene_boss.tscn
new file mode 100644
index 0000000..b7d5839
--- /dev/null
+++ b/examples/Ship2D/scenes/train_scene/training_scene_boss.tscn
@@ -0,0 +1,61 @@
+[gd_scene load_steps=3 format=3 uid="uid://2uwyckkppxmy"]
+
+[ext_resource type="PackedScene" uid="uid://cav0l7p55yibs" path="res://scenes/game_scenes/boss_game_scene/boss_game_scene.tscn" id="1_bi1es"]
+[ext_resource type="Script" uid="uid://dsq7jynbrdcgu" path="res://addons/godot_rl_agents/sync.gd" id="2_xghqd"]
+
+[node name="TrainingSceneBoss" type="Node2D"]
+
+[node name="BossGameScene" parent="." instance=ExtResource("1_bi1es")]
+override_can_shoot_always_enabled = true
+
+[node name="SubViewport" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport2" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport2" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport3" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport3" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport4" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport4" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport5" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport5" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport6" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport6" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport7" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport7" instance=ExtResource("1_bi1es")]
+
+[node name="SubViewport8" type="SubViewport" parent="."]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="SubViewport8" instance=ExtResource("1_bi1es")]
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_xghqd")
+action_repeat = 4
diff --git a/examples/Ship2D/scenes/train_scene/training_scene_mixed.tscn b/examples/Ship2D/scenes/train_scene/training_scene_mixed.tscn
new file mode 100644
index 0000000..82b2019
--- /dev/null
+++ b/examples/Ship2D/scenes/train_scene/training_scene_mixed.tscn
@@ -0,0 +1,91 @@
+[gd_scene load_steps=4 format=3 uid="uid://cwobnl1dd05uq"]
+
+[ext_resource type="PackedScene" uid="uid://cav0l7p55yibs" path="res://scenes/game_scenes/boss_game_scene/boss_game_scene.tscn" id="1_8q6pp"]
+[ext_resource type="Script" uid="uid://dsq7jynbrdcgu" path="res://addons/godot_rl_agents/sync.gd" id="2_ccsrb"]
+[ext_resource type="PackedScene" uid="uid://bswnfo2l0387l" path="res://scenes/game_scenes/asteroid_game_scene/asteroid_game_scene.tscn" id="3_ccsrb"]
+
+[node name="TrainingSceneMixed" type="Node2D"]
+
+[node name="BossGameScene" parent="." instance=ExtResource("1_8q6pp")]
+override_can_shoot_always_enabled = true
+
+[node name="AsteroidScenes" type="Node" parent="."]
+
+[node name="SubViewport" type="SubViewport" parent="AsteroidScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="AsteroidGameScene" parent="AsteroidScenes/SubViewport" instance=ExtResource("3_ccsrb")]
+
+[node name="SubViewport2" type="SubViewport" parent="AsteroidScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="AsteroidGameScene" parent="AsteroidScenes/SubViewport2" instance=ExtResource("3_ccsrb")]
+
+[node name="SubViewport3" type="SubViewport" parent="AsteroidScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="AsteroidGameScene" parent="AsteroidScenes/SubViewport3" instance=ExtResource("3_ccsrb")]
+
+[node name="SubViewport4" type="SubViewport" parent="AsteroidScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="AsteroidGameScene" parent="AsteroidScenes/SubViewport4" instance=ExtResource("3_ccsrb")]
+
+[node name="SubViewport5" type="SubViewport" parent="AsteroidScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="AsteroidGameScene" parent="AsteroidScenes/SubViewport5" instance=ExtResource("3_ccsrb")]
+
+[node name="SubViewport6" type="SubViewport" parent="AsteroidScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="AsteroidGameScene" parent="AsteroidScenes/SubViewport6" instance=ExtResource("3_ccsrb")]
+
+[node name="BossScenes" type="Node" parent="."]
+
+[node name="SubViewport" type="SubViewport" parent="BossScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="BossScenes/SubViewport" instance=ExtResource("1_8q6pp")]
+
+[node name="SubViewport2" type="SubViewport" parent="BossScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="BossScenes/SubViewport2" instance=ExtResource("1_8q6pp")]
+
+[node name="SubViewport3" type="SubViewport" parent="BossScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="BossScenes/SubViewport3" instance=ExtResource("1_8q6pp")]
+
+[node name="SubViewport4" type="SubViewport" parent="BossScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="BossScenes/SubViewport4" instance=ExtResource("1_8q6pp")]
+
+[node name="SubViewport5" type="SubViewport" parent="BossScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="BossScenes/SubViewport5" instance=ExtResource("1_8q6pp")]
+
+[node name="SubViewport6" type="SubViewport" parent="BossScenes"]
+disable_3d = true
+canvas_cull_mask = 4294967294
+
+[node name="BossGameScene" parent="BossScenes/SubViewport6" instance=ExtResource("1_8q6pp")]
+
+[node name="Sync" type="Node" parent="."]
+script = ExtResource("2_ccsrb")
+action_repeat = 4
+speed_up = 16.0
diff --git a/examples/Ship2D/ships2d.csproj b/examples/Ship2D/ships2d.csproj
new file mode 100644
index 0000000..01706d4
--- /dev/null
+++ b/examples/Ship2D/ships2d.csproj
@@ -0,0 +1,9 @@
+
+
+ net8.0
+ true
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/Ship2D/ships2d.sln b/examples/Ship2D/ships2d.sln
new file mode 100644
index 0000000..8d11a05
--- /dev/null
+++ b/examples/Ship2D/ships2d.sln
@@ -0,0 +1,19 @@
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 2012
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Ships1v12D", "Ships1v12D.csproj", "{9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ ExportDebug|Any CPU = ExportDebug|Any CPU
+ ExportRelease|Any CPU = ExportRelease|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
+ {9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
+ {9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
+ {9B4B9FB6-68BB-4358-A6B9-30F46B2A26E5}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
+ EndGlobalSection
+EndGlobal