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
+109
View File
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extends Node
class_name StateGround
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
func enter(_data: Dictionary = {}) -> void:
pass
func exit() -> void:
pass
func update(delta: float) -> void:
var vel: Vector3 = machine.player.velocity
# Input direction
var input_v := machine.input_dir
var wish_dir := Vector3(input_v.x, 0.0, -input_v.y)
if wish_dir.length_squared() > 1.0:
wish_dir = wish_dir.normalized()
var speed := params.walk_speed
if machine.input_sprint and wish_dir.length_squared() > 0.1:
speed = params.sprint_speed
var effective_speed := machine.get_effective_speed(speed)
# Horizontal movement
var hvel := Vector3(vel.x, 0.0, vel.z)
var target_vel := wish_dir * effective_speed
if wish_dir.length_squared() > 0.0:
var accel := params.ground_acceleration
hvel = hvel.lerp(target_vel, 1.0 - exp(-accel * delta))
else:
hvel = hvel.lerp(Vector3.ZERO, 1.0 - exp(-params.ground_deceleration * delta))
vel.x = hvel.x
vel.z = hvel.z
# Gravity (we apply tuned gravity so we don't double-apply from _velocity)
var actual_gravity := params.gravity
if vel.y < 0.0:
vel.y += actual_gravity * params.fall_multiplier * delta
elif vel.y > 0.0 and not machine.input_jump_pressed:
vel.y += actual_gravity * params.low_jump_multiplier * delta
else:
vel.y -= actual_gravity * delta
machine.player.velocity = vel
machine.player.move_and_slide()
var on_wall := detect_wall()
if on_wall and machine.input_dir.length() > 0.0:
machine.wall_normal = on_wall
machine.switch_to("wall_run")
if machine.input_jump_just_pressed and machine.coyote_timer > 0.0:
machine.player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.on_ground = false
machine.register_chain_mechanic("jump")
machine.switch_to("air")
if machine.player.is_on_floor():
machine.on_ground = true
machine.last_ground_time = machine.get_process_delta_time()
machine.current_jump_count = 0
else:
machine.on_ground = false
if machine.input_jump_just_pressed and machine.jump_buffer_time > 0.0:
machine.player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.register_chain_mechanic("jump")
machine.switch_to("air")
elif vel.y < 0.0:
machine.switch_to("air")
# Slide
if machine.input_crouch and machine.input_sprint and machine.player.velocity.length() > params.slide_min_speed:
machine.switch_to("slide")
return
# Dash
if machine.input_dash and machine.player.velocity.length() > 0.0:
machine.switch_to("dash")
func detect_wall() -> Vector3:
var origin := machine.player.global_position
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z).normalized()
if hvel.length_squared() < 0.01:
hvel = Vector3.FORWARD
var space_state := machine.player.get_world_3d().direct_space_state
for offset_sign in [1.0, -1.0]:
var offset := hvel.cross(Vector3.UP) * offset_sign * machine.player.shape_owner_get_owner(0).shape_get_radius() if false else hvel.cross(Vector3.UP) * offset_sign * 0.4
var ray := PhysicsRayQueryParameters3D.create(origin + offset + Vector3.UP * params.wall_ray_up_height, origin + offset + Vector3.DOWN * params.wall_ray_down_height)
ray.exclude = [machine.player.get_rid()]
var hit := space_state.intersect_ray(ray)
if not hit.is_empty():
var n := hit.get("normal", Vector3.ZERO)
if n.y < 0.3 and n.length_squared() > 0.0:
return n.normalized()
return Vector3.ZERO