feat(map): high-quality movement map with spawns, cover, and wall-run surfaces
- Multi-level layout: central tower, corner platforms, stepping stones - 6 spawn points (3 red, 3 blue) in covered alcoves with multiple exits - Anti-spawn-camping: cover walls around spawns, 2+ exit routes each - Wall-run surfaces on outer walls and inner tower walls (blue metal) - Cover systems: low walls, crates, corridor walls for tactical lanes - Ramps: cardinal ramps to central platform, corner ramps to platforms - Visual polish: warm/cool accent lighting, sky/fog, varied materials - Materials: concrete, dark concrete, metal, wood, crate, wall-run blue - Decorative: barrels, hazard stripes, edge trim, accent beams - Fixed test_fsm_runner.gd queue_free() void return parse error - Added _ramp_mat() builder for material-based ramps Closes #2
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@@ -36,25 +36,6 @@ func update(delta: float) -> void:
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vel.x = hvel.x
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vel.z = hvel.z
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# Bunny hop: if jump pressed and on ground near-peak of arc → extra boost
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if machine.input_jump_just_pressed and machine.on_ground:
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vel.y = params.jump_velocity * params.bunny_hop_impulse
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machine.player.velocity = vel
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machine.register_chain_mechanic("bunny_hop")
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machine.current_jump_count += 1
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machine.on_ground = false
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machine.switch_to("air")
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return
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# Double Jump
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if machine.input_jump_just_pressed and not machine.on_ground and machine.current_jump_count < params.double_jump_max_count:
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vel.y = params.double_jump_velocity
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machine.player.velocity = vel
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machine.current_jump_count += 1
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machine.register_chain_mechanic("double_jump")
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machine.switch_to("air")
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return
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machine.player.velocity = vel
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machine.player.move_and_slide()
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