refactor: remove print_debug and switch to preload for movement scripts
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@@ -65,8 +65,7 @@ func _build_player() -> void:
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shape.shape.height = 1.8
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player.add_child(shape)
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# Movement controller MUST be attached first, before machine/children
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var mover_script = load("res://movement/player_movement_controller.gd")
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var mover_script = preload("res://movement/player_movement_controller.gd")
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if mover_script:
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player.set_script(mover_script)
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@@ -75,7 +74,7 @@ func _build_player() -> void:
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sm.name = "MovementStateMachine"
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player.add_child(sm)
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var sm_script = load("res://movement/movement_state_machine.gd")
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var sm_script = preload("res://movement/movement_state_machine.gd")
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if sm_script:
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sm.set_script(sm_script)
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@@ -13,6 +13,7 @@ signal chain_updated(count: int, bonus: float)
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var machine: MovementStateMachine
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var jump_buffered: bool = false
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var _ready_ran: bool = false
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var _machine: MovementStateMachine = null
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# ── Helpers ───────────────────────────────────────────────────────────────────
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func _ensure_machine() -> MovementStateMachine:
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@@ -33,13 +34,16 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_accept"):
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# Space / jump
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pass
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_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump")
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_machine.input_jump_pressed = Input.is_action_pressed("jump")
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_machine.input_sprint = Input.is_action_pressed("sprint")
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_machine.input_crouch = Input.is_action_pressed("crouch")
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_machine.input_dash = Input.is_action_just_pressed("dash")
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var node := _ensure_machine()
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if not node:
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return
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node.input_jump_just_pressed = Input.is_action_just_pressed("jump")
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node.input_jump_pressed = Input.is_action_pressed("jump")
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node.input_sprint = Input.is_action_pressed("sprint")
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node.input_crouch = Input.is_action_pressed("crouch")
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node.input_dash = Input.is_action_just_pressed("dash")
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var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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_machine.input_dir = input_v
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node.input_dir = input_v
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@onready var _machine = get_node("MovementStateMachine")
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