feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states

- MovementStateMachine: core state machine base
- MovementParams: export-rich tunable resource
- StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop
- StateWallRun / StateWallCling: wall-based traversal with wall-jump off
- StateSlide: sprint-parallel slide with friction fallout
- StateDash: burst dash with momentum brake
- PlayerMovementController: entry point wiring to CharacterBody3D
- input_map.cfg: full action map reference file
- characters/player/player_base.tscn: placeholder scene
- movement/tests/test_fsm_runner.gd: 9-state unit test runner

Closes #1
This commit is contained in:
2026-06-02 22:36:00 -04:00
parent a4863a7b08
commit 202f67fa32
14 changed files with 993 additions and 6 deletions
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extends CharacterBody3D
class_name PlayerMovementController
## PlayerMovementController — root node for all player 3D locomotion.
## Attach to a CharacterBody3D with a CollisionShape3D.
## States are expected to be children: state_ground, state_air,
## state_wall_run, state_wall_cling, state_slide, state_dash.
signal chain_updated(count: int, bonus: float)
@export var params: MovementParams = preload("res://movement/movement_params.gd").new()
var machine: MovementStateMachine
var jump_buffered: bool = false
# ── Input references ─────────────────────────────────────────────────────────
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_accept"):
# Space / jump
pass
_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump")
_machine.input_jump_pressed = Input.is_action_pressed("jump")
_machine.input_sprint = Input.is_action_pressed("sprint")
_machine.input_crouch = Input.is_action_pressed("crouch")
_machine.input_dash = Input.is_action_just_pressed("dash")
var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
_machine.input_dir = input_v
@onready var _machine: MovementStateMachine = $MovementStateMachine
func _ready() -> void:
_machine.player = self
_machine.params = params
# Mirror signal up
_machine.movement_event.connect(func(ev, data):
if ev == "chain_updated":
chain_updated.emit(data.count, data.bonus)
)
func _process(_delta: float) -> void:
_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not _machine.input_jump_pressed
_machine.input_jump_pressed = Input.is_action_pressed("jump")
_machine.input_sprint = Input.is_action_pressed("sprint")
_machine.input_crouch = Input.is_action_pressed("crouch")
_machine.input_dash = Input.is_action_just_pressed("dash") and not _machine.input_dash
var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
_machine.input_dir = input_v