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:
Nicholas Butzke
2026-07-17 11:58:14 -04:00
co-authored by Claude Fable 5
parent c4a538a469
commit 0ba14a9469
16 changed files with 653 additions and 493 deletions
+19 -42
View File
@@ -28,27 +28,23 @@ func update(delta: float) -> void:
grav *= params.low_jump_multiplier
vel.y -= grav * delta
# ── Air control ───────────────────────────────────────────────────────
# ── Air control: Quake-style accelerate ───────────────────────────────
# Only the velocity component ALONG wish_dir is capped, so turning while
# strafing genuinely gains speed. Total input-driven speed is bounded by
# max_air_speed; externally-gained speed (dash, rockets) is never clamped.
var wish_dir: Vector3 = machine.wish_dir_world
var hvel := Vector3(vel.x, 0.0, vel.z)
if wish_dir.length_squared() > 0.01:
wish_dir = wish_dir.normalized()
var current_speed = hvel.length()
# Add a strong force in the wish direction
var air_accel = params.air_strafe_accel * delta
var new_hvel = hvel + wish_dir * air_accel
# Limit the speed so we don't gain speed purely from air control.
# We only allow air control to change our direction (strafing)
# or to accelerate us up to our walk speed if we started slow.
var max_allowed_speed = maxf(current_speed, params.walk_speed)
if new_hvel.length() > max_allowed_speed:
new_hvel = new_hvel.normalized() * max_allowed_speed
hvel = new_hvel
var wish_speed: float = minf(machine.get_effective_speed(params.walk_speed), params.max_air_speed)
var current_along := hvel.dot(wish_dir)
var add_speed := wish_speed - current_along
if add_speed > 0.0:
var accel_speed: float = minf(params.air_strafe_accel * delta, add_speed)
# Quake's trick: cap per-tick projection so sharp turns give the gain
accel_speed = minf(accel_speed, params.air_wish_speed_cap)
hvel += wish_dir * accel_speed
else:
# No input: slight air drag (very subtle)
hvel *= (1.0 - 0.5 * delta)
@@ -61,8 +57,8 @@ func update(delta: float) -> void:
# ── Landing ───────────────────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.current_jump_count = 0
var fall_speed: float = maxf(-vel.y, 0.0)
machine.notify_landed(fall_speed)
# Bunny hop: if jump was buffered or pressed on landing frame
if (machine.input_jump_pressed or machine.jump_buffer_time > 0.0) and machine.jump_cooldown_timer <= 0.0:
@@ -105,44 +101,25 @@ func update(delta: float) -> void:
var fwd_wall = machine.detect_wall_forward()
if fwd_wall.hit:
if fwd_wall.is_short:
# Instant Vault
var look_dir := -player.global_transform.basis.z
var h_look := Vector3(look_dir.x, 0.0, look_dir.z)
if h_look.length_squared() > 0.01:
h_look = h_look.normalized()
player.velocity = h_look * params.wall_climb_vault_forward
player.velocity.y = params.wall_climb_vault_up
if player.vault_player:
player.vault_player.play()
# Quick camera animation (tilt up and forward bob)
var camera = player.camera
if camera:
var tween = player.create_tween()
tween.tween_property(camera, "rotation_degrees:x", camera.rotation_degrees.x + 10.0, 0.15).set_trans(Tween.TRANS_SINE)
tween.parallel().tween_property(camera, "v_offset", -0.2, 0.15).set_trans(Tween.TRANS_SINE)
tween.chain().tween_property(camera, "rotation_degrees:x", camera.rotation_degrees.x, 0.2).set_trans(Tween.TRANS_SINE)
tween.parallel().tween_property(camera, "v_offset", 0.0, 0.2).set_trans(Tween.TRANS_SINE)
machine.wall_cooldown_timer = 0.3
machine.do_vault()
return
else:
# Check if moving directly into wall and looking generally towards it
var look_dir := -player.global_transform.basis.z
var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0
var moving_towards := wish_dir.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle))
if looking_towards and moving_towards and machine.can_wall_climb:
machine.wall_normal = fwd_wall.normal
machine.switch_to("wall_climb")
return
# Fallback to wall run
var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO:
var w_look_dir := -player.global_transform.basis.z
var h_look := Vector3(w_look_dir.x, 0.0, w_look_dir.z).normalized()
# Require looking mostly along the wall (angle > 41 degrees from normal)
# and inputting mostly along the wall (angle > 31 degrees from normal, allows W+A/D diagonally into wall)
if abs(h_look.dot(wall_n)) < 0.75 and abs(wish_dir.dot(wall_n)) < 0.85:
@@ -150,6 +127,6 @@ func update(delta: float) -> void:
return
# ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash:
if machine.input_dash and machine.dash_cooldown_timer <= 0.0:
machine.switch_to("dash")
return