feat: implement movement state machine architecture and add various sound assets
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extends Node
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class_name StateWallClimb
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var machine: MovementStateMachine
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var params: MovementParams:
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get: return machine.params
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var elapsed: float = 0.0
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func enter(_data: Dictionary = {}) -> void:
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elapsed = 0.0
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machine.register_chain_mechanic("wall_climb")
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machine.on_ground = false
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if machine.player.wallrun_player and not machine.player.wallrun_player.playing:
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machine.player.wallrun_player.play()
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# Give an initial upward boost
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var player := machine.player
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player.velocity.y = params.wall_climb_speed
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var hvel := Vector3(player.velocity.x, 0.0, player.velocity.z)
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player.velocity.x = hvel.x * 0.5
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player.velocity.z = hvel.z * 0.5
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func exit() -> void:
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if machine.player.wallrun_player:
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machine.player.wallrun_player.stop()
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func update(delta: float) -> void:
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elapsed += delta
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var player := machine.player
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if player.wallrun_player and not player.wallrun_player.playing:
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player.wallrun_player.play()
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# ── Time limit ────────────────────────────────────────────────────────
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if elapsed > params.wall_climb_duration:
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_detach()
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return
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# ── Look/Move away to transition to wall run ──────────────────────────────
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var look_dir := -player.global_transform.basis.z
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var wish_dir := machine.wish_dir_world
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var looking_towards := look_dir.dot(-machine.wall_normal) > 0.0
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var moving_sideways := false
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if wish_dir.length_squared() > 0.01:
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moving_sideways = wish_dir.dot(-machine.wall_normal) <= cos(deg_to_rad(params.wall_climb_max_angle))
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if not looking_towards or moving_sideways:
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# We are looking away or moving sideways, transition to wall run
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# The wall run state will figure out tangent and side
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var wall_n = machine.detect_wall_horizontal()
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if wall_n != Vector3.ZERO:
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machine.switch_to("wall_run")
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return
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else:
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_detach()
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return
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# ── Ledge Vault Check ─────────────────────────────────────────────────
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var fwd_wall = machine.detect_wall_forward()
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if not fwd_wall.hit:
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# The forward lower ray missed, we fell off the wall completely
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_detach()
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return
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if fwd_wall.is_short:
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# The upper ray missed, meaning we reached the top of the wall!
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_vault()
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return
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# ── Movement ──────────────────────────────────────────────────────────
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# Slow down over time
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var speed_factor = maxf(0.0, 1.0 - (elapsed / params.wall_climb_duration))
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player.velocity.y = params.wall_climb_speed * speed_factor
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# Push slightly into the wall to maintain contact
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player.velocity -= machine.wall_normal * 2.0
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player.move_and_slide()
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# ── Hit floor during wall climb (should be rare) ──────────────────────
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if player.is_on_floor():
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machine.on_ground = true
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machine.wall_normal = Vector3.ZERO
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machine.wall_side = 0.0
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machine.current_jump_count = 0
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machine.switch_to("ground")
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func _detach() -> void:
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machine.wall_normal = Vector3.ZERO
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machine.wall_side = 0.0
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machine.wall_cooldown_timer = 0.3
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machine.switch_to("air")
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func _vault() -> void:
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var player := machine.player
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var look_dir := -player.global_transform.basis.z
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var h_look := Vector3(look_dir.x, 0.0, look_dir.z)
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if h_look.length_squared() > 0.01:
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h_look = h_look.normalized()
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# Impulse
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player.velocity = h_look * params.wall_climb_vault_forward
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player.velocity.y = params.wall_climb_vault_up
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if player.vault_player:
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player.vault_player.play()
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# Quick camera animation (tilt up and forward bob)
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var camera = player.camera
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if camera:
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var tween = player.create_tween()
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tween.tween_property(camera, "rotation_degrees:x", camera.rotation_degrees.x + 10.0, 0.15).set_trans(Tween.TRANS_SINE)
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tween.parallel().tween_property(camera, "v_offset", -0.2, 0.15).set_trans(Tween.TRANS_SINE)
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tween.chain().tween_property(camera, "rotation_degrees:x", camera.rotation_degrees.x, 0.2).set_trans(Tween.TRANS_SINE)
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tween.parallel().tween_property(camera, "v_offset", 0.0, 0.2).set_trans(Tween.TRANS_SINE)
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machine.wall_normal = Vector3.ZERO
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machine.wall_side = 0.0
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machine.wall_cooldown_timer = 0.3
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machine.switch_to("air")
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