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
+45
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extends Node
class_name StateDash
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var direction: Vector3 = Vector3.ZERO
var dash_cooldown_timer: float = 0.0
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
dash_cooldown_timer = params.dash_cooldown
var input_v := machine.input_dir
var wish_dir := Vector3(input_v.x, 0.0, -input_v.y)
if wish_dir.length_squared() > 0.0:
direction = wish_dir.normalized()
else:
direction = -machine.player.global_transform.basis.z.normalized()
direction.y = 0.0
direction = direction.normalized()
direction = (machine.player.global_transform.basis * Vector4(direction.x, 0.0, direction.y, 0.0)).normalized()
machine.register_chain_mechanic("dash")
machine.player.velocity = direction * machine.get_effective_speed(params.dash_speed)
machine.on_ground = false
func exit() -> void:
pass
func update(delta: float) -> void:
elapsed += delta
dash_cooldown_timer -= delta
if elapsed > params.dash_duration:
machine.switch_to("air")
return
# Skip gravity, maintain dash velocity
machine.player.velocity = direction * machine.get_effective_speed(params.dash_speed)
machine.player.move_and_slide()
if machine.player.is_on_floor():
machine.on_ground = true
machine.switch_to("ground")