feat: overhaul movement for flow — momentum-preserving states, smooth crouch, landing feel
- Quake-style air-strafe accelerate (real speed gain from strafing; external speed from dash/rockets never clamped) - Wall run: keeps entry momentum (incl. upward carry), accelerates along the wall instead of hard-setting velocity, gravity fades in over the run - Slide: slope physics (gravity projected along floor accelerates downhill), flat-ground decel instead of multiplicative friction, entry boost, direct slide->wallrun and slide->dash transitions - Dash: cooldown 10s -> 2s, per-player (was a static shared across instances), momentum fully kept on exit, FOV punch event - Grapple: taut pendulum with active rope control (W reels in, S pays out), release keeps swing energy - Wall climb: carries upward momentum in, jump-off kick, shared vault helper - Crouch capsule: single owner in the machine, smoothly lerped, ceiling check; camera eye height follows via crouch factor (no more head snapping) - Landing: machine emits 'land' events scaled by impact; camera dip + pitched down thud; footsteps get pitch variation - Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse), slide roll tilt - Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy landings, wall-run body lean (synced to remotes via synced_wall_side) Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Fable 5
parent
c4a538a469
commit
0ba14a9469
@@ -1,7 +1,12 @@
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extends Node3D
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class_name FPSCameraRig
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## FPS camera rig — handles mouse look, head bob, FOV kick, wall-run tilt.
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## FPS camera rig — mouse look, head bob, FOV kick, wall-run tilt, plus
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## movement-feel feedback driven by MovementStateMachine events:
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## - landing dip scaled by impact speed
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## - pitch impulse (vault kick) with spring decay
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## - smooth crouch/slide eye height (follows the capsule's smoothed height)
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## - slide roll tilt and dash FOV punch
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## Attach as child of the CharacterBody3D player. Camera3D is a child of this node.
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@export var sensitivity: float = 0.002
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@@ -16,16 +21,50 @@ var _target_fov: float = 90.0
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var _weapon_fov_override: float = -1.0
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var _step_offset_y: float = 0.0
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# Movement-feel feedback state
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var _base_eye_y: float = 0.7
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var _land_dip: float = 0.0 # current downward dip (springs back to 0)
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var _pitch_impulse: float = 0.0 # extra camera pitch in radians, decays
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var _dash_fov_kick: float = 0.0 # extra FOV from dashing, decays
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var _machine: MovementStateMachine = null
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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camera = get_node_or_null("Camera3D")
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_base_eye_y = position.y
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if camera and params:
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camera.fov = SettingsManager.world_fov
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_target_fov = SettingsManager.world_fov
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# Explicitly enable callbacks — set_script() at runtime doesn't auto-register them
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set_process_input(true)
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set_process(true)
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# The state machine may be added after us; hook events once the tree settles.
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call_deferred("_connect_machine")
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func _connect_machine() -> void:
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var player := get_parent()
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if not player:
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return
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var sm = player.get_node_or_null("MovementStateMachine")
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if sm and sm is MovementStateMachine:
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_machine = sm
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if not sm.movement_event.is_connected(_on_movement_event):
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sm.movement_event.connect(_on_movement_event)
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func _on_movement_event(ev: String, data: Dictionary) -> void:
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match ev:
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"land":
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var fall_speed: float = data.get("fall_speed", 0.0)
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var scale_p: float = params.land_dip_scale if params else 0.012
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var max_p: float = params.land_dip_max if params else 0.25
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_land_dip = clampf(fall_speed * scale_p, 0.0, max_p)
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"dash":
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_dash_fov_kick = 15.0
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"vault":
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pass # pitch impulse is applied via add_pitch_impulse by the machine
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func _input(event: InputEvent) -> void:
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@@ -53,6 +92,14 @@ func _process(delta: float) -> void:
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if not player:
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return
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if not _machine:
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_connect_machine()
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var state := ""
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if _machine:
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state = _machine.current_state
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var is_sliding := state == "slide"
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# ── FOV kick ──────────────────────────────────────────────────────────
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_target_fov = SettingsManager.world_fov
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var hspeed := Vector2(player.velocity.x, player.velocity.z).length()
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@@ -60,16 +107,25 @@ func _process(delta: float) -> void:
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# Smoothly scale FOV based on speed above walking speed
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var speed_factor = clampf((hspeed - params.walk_speed) / (params.walk_speed * 0.5), 0.0, 1.0)
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_target_fov = lerpf(SettingsManager.world_fov, SettingsManager.world_fov + 20.0, speed_factor)
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# Dash punch decays on top
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_dash_fov_kick = lerpf(_dash_fov_kick, 0.0, 1.0 - exp(-6.0 * delta))
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_target_fov += _dash_fov_kick
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if _weapon_fov_override > 0.0:
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_target_fov = _weapon_fov_override
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camera.fov = lerpf(camera.fov, _target_fov, 1.0 - exp(-params.fov_lerp_speed * delta))
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# ── Crouch / slide eye height (follows the smoothed capsule) ──────────
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var crouch_factor := 0.0
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if _machine:
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crouch_factor = _machine.get_crouch_factor()
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var eye_drop: float = _machine.original_capsule_height * 0.5 if _machine else 0.9
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var target_eye_y: float = _base_eye_y - crouch_factor * eye_drop
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position.y = lerpf(position.y, target_eye_y, 1.0 - exp(-12.0 * delta))
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# ── Head bob ──────────────────────────────────────────────────────────
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var sm = player.get_node_or_null("MovementStateMachine")
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var is_sliding = sm and sm.current_state == "slide"
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if player.is_on_floor() and hspeed > 1.0 and not is_sliding:
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_bob_timer += delta * params.head_bob_frequency * (hspeed / params.walk_speed)
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var bob_y := sin(_bob_timer) * params.head_bob_amplitude
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@@ -81,12 +137,25 @@ func _process(delta: float) -> void:
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camera.position.y = lerp(camera.position.y, 0.0, 0.15)
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camera.position.x = lerp(camera.position.x, 0.0, 0.15)
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# ── Landing dip (springs back up) ─────────────────────────────────────
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_land_dip = lerpf(_land_dip, 0.0, 1.0 - exp(-8.0 * delta))
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camera.position.y -= _land_dip
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# ── Step Smoothing ─────────────────────────────────────────────────────
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_step_offset_y = lerpf(_step_offset_y, 0.0, 15.0 * delta)
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camera.position.y += _step_offset_y
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# ── Wall-run tilt ─────────────────────────────────────────────────────
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_current_tilt = lerpf(_current_tilt, _target_tilt, 1.0 - exp(-params.wall_run_tilt_speed * delta))
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# ── Pitch impulse (vault kick etc.), spring-decayed ───────────────────
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_pitch_impulse = lerpf(_pitch_impulse, 0.0, 1.0 - exp(-7.0 * delta))
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camera.rotation.x = _pitch_impulse
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# ── Tilt: wall-run lean + slide roll ──────────────────────────────────
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var tilt_target := _target_tilt
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if is_sliding:
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# Subtle roll in the slide's steering direction
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var slide_roll: float = params.slide_tilt_angle
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tilt_target += -_machine.input_dir.x * slide_roll if _machine else 0.0
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_current_tilt = lerpf(_current_tilt, tilt_target, 1.0 - exp(-params.wall_run_tilt_speed * delta))
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camera.rotation.z = deg_to_rad(_current_tilt)
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## Called by the movement system to set wall-run tilt direction.
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@@ -105,8 +174,11 @@ func set_weapon_fov(fov: float) -> void:
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func clear_wall_tilt() -> void:
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_target_tilt = 0.0
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## Adds an offset to the camera so that when the player physics body snaps up a step,
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## Kick the camera pitch (degrees); decays back smoothly. Used for vaults.
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func add_pitch_impulse(degrees: float) -> void:
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_pitch_impulse += deg_to_rad(degrees)
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## Adds an offset to the camera so that when the player physics body snaps up a step,
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## the camera interpolates smoothly instead of snapping.
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func add_step_offset(offset_y: float) -> void:
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_step_offset_y += offset_y
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