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
+88
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extends Node
class_name StateWallRun
const FLAG: int = 0 # unused
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("wall_run")
machine.player.velocity.y = params.wall_run_vertical_speed
func exit() -> void:
pass
func update(delta: float) -> void:
elapsed += delta
if elapsed > params.wall_run_duration:
machine.wall_normal = Vector3.ZERO
machine.switch_to("air")
return
var vel: Vector3 = machine.player.velocity
# Stick to wall
vel.y = min(vel.y, params.wall_run_vertical_speed)
# Move along wall: project velocity onto wall tangent
var wall_tangent := (machine.wall_normal.cross(Vector3.UP)).normalized()
if machine.input_dir.y < 0.0:
wall_tangent = -wall_tangent
var move_dir: Vector3 = wall_tangent * params.wall_run_speed
vel.x = move_dir.x
vel.z = move_dir.z
if machine.input_jump_just_pressed:
var jump_vel: Vector3 = vel + (machine.wall_normal * params.wall_run_jump_off_normal)
jump_vel.y = params.wall_run_auto_jump_speed
machine.player.velocity = jump_vel
machine.wall_normal = Vector3.ZERO
machine.register_chain_mechanic("wall_jump")
machine.switch_to("air")
return
# Wall cling fall-through
if machine.input_dir.length() < 0.1:
machine.switch_to("wall_cling")
return
# Lose wall contact
var still_on_wall := machine.wall_normal != Vector3.ZERO and
detect_wall(machine.wall_normal).length_squared() > 0.0
if not still_on_wall:
machine.wall_normal = Vector3.ZERO
machine.register_chain_mechanic("wall_run_off")
machine.switch_to("air")
machine.player.velocity = vel
machine.player.move_and_slide()
if machine.player.is_on_floor():
machine.on_ground = true
machine.wall_normal = Vector3.ZERO
machine.current_jump_count = 0
machine.register_chain_mechanic("wall_run_land")
machine.switch_to("ground")
func detect_wall(expected_normal: Vector3) -> Vector3:
var origin := machine.player.global_position
var offset := expected_normal.cross(Vector3.UP).normalized()
var space_state := machine.player.get_world_3d().direct_space_state
for side in [1.0, -1.0]:
var ray_origin := origin + offset * side * params.wall_detect_distance + Vector3.UP * params.wall_ray_up_height
var ray_end := origin + offset * side * params.wall_detect_distance - Vector3.DOWN * params.wall_ray_down_height
var ray := PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
ray.exclude = [machine.player.get_rid()]
var hit := space_state.intersect_ray(ray)
if not hit.is_empty():
return hit.get("normal", Vector3.ZERO).normalized()
return Vector3.ZERO