feat: lighter air control (steer + stronger strafe) and 2-charge dash
- Air: direct steering bends existing velocity toward input without changing its magnitude (air_steer_rate), on top of Quake accelerate with raised gains (air_strafe_accel 55->90, per-tick cap 1.2->2.5). No-input air drag nearly removed so held momentum carries. Steering skips opposing input to avoid flipping through zero. - Dash: charge system on the machine — dash_charges (2) spend instantly, each recharges in dash_cooldown (2 s). get_dash_cooldown_remaining() now reports time to the NEXT charge (0 while one is banked) so existing HUDs keep working; get_dash_charges() added for pips. - Tests: dash tests updated to the charge API + new coverage for spend-2-then-recharge; 11/11 pass, spawn smoke clean. Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Fable 5
parent
198345177a
commit
2c7b5a1aca
@@ -16,7 +16,7 @@ var _dash_speed: float = 0.0
|
||||
|
||||
func enter(_data: Dictionary = {}) -> void:
|
||||
elapsed = 0.0
|
||||
machine.dash_cooldown_timer = params.dash_cooldown
|
||||
machine.consume_dash_charge()
|
||||
|
||||
var player := machine.player
|
||||
if player.dash_player:
|
||||
|
||||
Reference in New Issue
Block a user