feat: implement player movement controller and state machine with dash, slide, and wall-run mechanics

This commit is contained in:
DottsGit
2026-06-03 21:55:10 -04:00
parent 5726aa1043
commit da277e9d35
14 changed files with 1092 additions and 329 deletions
+72 -39
View File
@@ -7,7 +7,7 @@ var params: MovementParams:
func enter(_data: Dictionary = {}) -> void:
pass
machine.on_ground = false
func exit() -> void:
@@ -15,56 +15,89 @@ func exit() -> void:
func update(delta: float) -> void:
var vel: Vector3 = machine.player.velocity
var player := machine.player
var vel: Vector3 = player.velocity
# Apply standard gravity
vel.y -= params.gravity * delta
# Input direction
var input_v := machine.input_dir
var wish_dir := Vector3(input_v.x, 0.0, input_v.y)
if wish_dir.length_squared() > 1.0:
wish_dir = wish_dir.normalized()
var effective_speed := machine.get_effective_speed(params.max_air_speed)
# ── Gravity with variable jump height ─────────────────────────────────
var grav := params.gravity
if vel.y < 0.0:
# Falling: heavier gravity for snappy arcs
grav *= params.fall_multiplier
elif vel.y > 0.0 and not machine.input_jump_pressed:
# Released jump early: cut the jump short
grav *= params.low_jump_multiplier
vel.y -= grav * delta
# ── Air control ───────────────────────────────────────────────────────
var wish_dir: Vector3 = machine.wish_dir_world
var hvel := Vector3(vel.x, 0.0, vel.z)
var target_vel := wish_dir * effective_speed * params.air_control
var current_speed := hvel.length()
hvel = hvel.lerp(target_vel, 1.0 - exp(-params.air_acceleration * delta))
if wish_dir.length_squared() > 0.01:
var target_speed := maxf(current_speed, params.walk_speed)
target_speed = minf(target_speed, params.max_air_speed)
var target_vel := wish_dir * target_speed
var new_hvel = hvel.lerp(target_vel, 1.0 - exp(-params.air_control * params.air_acceleration * delta))
# Prevent speed loss during sharp turns, but allow braking if holding backward
if hvel.dot(target_vel) >= 0.0 and current_speed > params.walk_speed:
if new_hvel.length_squared() > 0.01:
new_hvel = new_hvel.normalized() * current_speed
hvel = new_hvel
else:
# No input: slight air drag (very subtle)
hvel *= (1.0 - 0.5 * delta)
vel.x = hvel.x
vel.z = hvel.z
# Bunny hop: if jump pressed and on ground near-peak of arc → extra boost
if machine.input_jump_just_pressed and machine.on_ground:
vel.y = params.jump_velocity * params.bunny_hop_impulse
machine.player.velocity = vel
machine.register_chain_mechanic("bunny_hop")
machine.current_jump_count += 1
machine.on_ground = false
machine.switch_to("air")
return
player.velocity = vel
player.move_and_slide()
# Double Jump
if machine.input_jump_just_pressed and not machine.on_ground and machine.current_jump_count < params.double_jump_max_count:
vel.y = params.double_jump_velocity
machine.player.velocity = vel
machine.current_jump_count += 1
machine.register_chain_mechanic("double_jump")
machine.switch_to("air")
return
machine.player.velocity = vel
machine.player.move_and_slide()
# Landing
if machine.player.is_on_floor():
# ── Landing ───────────────────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.current_jump_count = 0
# Bunny hop: if jump was buffered or pressed on landing frame
if machine.input_jump_pressed or machine.jump_buffer_time > 0.0:
var land_speed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
var bhop_speed := minf(land_speed + params.bunny_hop_speed_gain, params.bunny_hop_speed_cap)
# Maintain horizontal direction, boost speed
var hdir := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hdir.length_squared() > 0.01:
hdir = hdir.normalized()
else:
hdir = machine.wish_dir_world
player.velocity.x = hdir.x * bhop_speed
player.velocity.z = hdir.z * bhop_speed
player.velocity.y = params.jump_velocity * params.bunny_hop_impulse
machine.current_jump_count = 1
machine.on_ground = false
machine.jump_buffer_time = 0.0
machine.register_chain_mechanic("bunny_hop")
# Stay in air state
return
machine.switch_to("ground")
return
# Wall run transition
if not machine.wall_normal.is_zero_approx():
# ── Double Jump ───────────────────────────────────────────────────────
if machine.input_jump_just_pressed and machine.current_jump_count < params.double_jump_max_count:
player.velocity.y = params.double_jump_velocity
machine.current_jump_count += 1
machine.register_chain_mechanic("double_jump")
return
# ── Wall run transition ───────────────────────────────────────────────
var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO and machine.input_dir.length() > 0.1 and machine.wall_cooldown_timer <= 0.0:
machine.switch_to("wall_run")
return
# ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash:
machine.switch_to("dash")
return
+26 -11
View File
@@ -7,39 +7,54 @@ var params: MovementParams:
var elapsed: float = 0.0
var direction: Vector3 = Vector3.ZERO
var dash_cooldown_timer: float = 0.0
var _exit_speed: float = 0.0
# Cooldown tracked across dash instances
static var _last_dash_time: float = -999.0
func enter(_data: Dictionary = {}) -> void:
# Check cooldown
var now := Time.get_ticks_msec() / 1000.0
if now - _last_dash_time < params.dash_cooldown:
machine.switch_to("air")
return
elapsed = 0.0
dash_cooldown_timer = params.dash_cooldown
var input_v := machine.input_dir
var wish_dir := Vector3(input_v.x, 0.0, -input_v.y)
if wish_dir.length_squared() > 0.0:
direction = wish_dir.normalized()
_last_dash_time = now
# Direction: use wish direction if available, else player forward
var wish := machine.wish_dir_world
if wish.length_squared() > 0.01:
direction = wish.normalized()
else:
direction = -machine.player.global_transform.basis.z
direction.y = 0.0
direction = direction.normalized()
direction = (machine.player.global_transform.basis * Vector3(direction.x, 0.0, direction.y)).normalized()
machine.register_chain_mechanic("dash")
machine.player.velocity = direction * machine.get_effective_speed(params.dash_speed)
_exit_speed = machine.get_effective_speed(params.dash_speed)
machine.player.velocity = direction * _exit_speed
machine.on_ground = false
func exit() -> void:
# Preserve dash velocity on exit (don't cut speed abruptly)
pass
func update(delta: float) -> void:
elapsed += delta
dash_cooldown_timer -= delta
if elapsed > params.dash_duration:
# Transition to air with preserved velocity (slight decay)
machine.player.velocity = direction * _exit_speed * 0.85
machine.switch_to("air")
return
# Skip gravity, maintain dash velocity
machine.player.velocity = direction * machine.get_effective_speed(params.dash_speed)
# Maintain dash velocity — no gravity, no friction
machine.player.velocity = direction * _exit_speed
machine.player.move_and_slide()
if machine.player.is_on_floor():
machine.on_ground = true
machine.switch_to("ground")
+91 -66
View File
@@ -7,7 +7,15 @@ var params: MovementParams:
func enter(_data: Dictionary = {}) -> void:
pass
machine.on_ground = true
machine.current_jump_count = 0
# Clear wall tilt on landing
var rig = _get_camera_rig()
if rig:
rig.clear_wall_tilt()
# Ensure capsule is correct when entering ground state
_update_capsule_height()
func exit() -> void:
@@ -15,96 +23,113 @@ func exit() -> void:
func update(delta: float) -> void:
var vel: Vector3 = machine.player.velocity
# Input direction
var input_v := machine.input_dir
var wish_dir := Vector3(input_v.x, 0.0, input_v.y)
if wish_dir.length_squared() > 1.0:
wish_dir = wish_dir.normalized()
var player := machine.player
var vel: Vector3 = player.velocity
# ── Determine target speed ────────────────────────────────────────────
var wish_dir: Vector3 = machine.wish_dir_world
var speed := params.walk_speed
if machine.input_sprint and wish_dir.length_squared() > 0.1:
if machine.input_crouch:
speed = params.crouch_speed
elif machine.input_sprint and wish_dir.length_squared() > 0.01:
speed = params.sprint_speed
var effective_speed := machine.get_effective_speed(speed)
# Horizontal movement
# ── Horizontal movement (exponential interpolation for smoothness) ───
var hvel := Vector3(vel.x, 0.0, vel.z)
var target_vel := wish_dir * effective_speed
if wish_dir.length_squared() > 0.0:
var accel := params.ground_acceleration
hvel = hvel.lerp(target_vel, 1.0 - exp(-accel * delta))
hvel = hvel.lerp(target_vel, 1.0 - exp(-params.ground_acceleration * delta))
else:
hvel = hvel.lerp(Vector3.ZERO, 1.0 - exp(-params.ground_deceleration * delta))
vel.x = hvel.x
vel.z = hvel.z
# Gravity (we apply tuned gravity so we don't double-apply from _velocity)
var actual_gravity := params.gravity
if vel.y < 0.0:
vel.y += actual_gravity * params.fall_multiplier * delta
elif vel.y > 0.0 and not machine.input_jump_pressed:
vel.y += actual_gravity * params.low_jump_multiplier * delta
# ── Gravity (correct direction: downward) ─────────────────────────────
if not player.is_on_floor():
vel.y -= params.gravity * delta
else:
vel.y -= actual_gravity * delta
# Snap to floor: small downward velocity keeps is_on_floor() stable
vel.y = -0.5
machine.player.velocity = vel
machine.player.move_and_slide()
player.velocity = vel
player.move_and_slide()
var on_wall := detect_wall()
if on_wall and machine.input_dir.length() > 0.0:
machine.wall_normal = on_wall
machine.switch_to("wall_run")
_update_capsule_height()
if machine.input_jump_just_pressed and machine.coyote_timer > 0.0:
machine.player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.on_ground = false
machine.register_chain_mechanic("jump")
machine.switch_to("air")
if machine.player.is_on_floor():
# ── Update ground status ──────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.last_ground_time = machine.get_process_delta_time()
machine.current_jump_count = 0
else:
machine.on_ground = false
if machine.input_jump_just_pressed and machine.jump_buffer_time > 0.0:
machine.player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.register_chain_mechanic("jump")
machine.switch_to("air")
elif vel.y < 0.0:
machine.switch_to("air")
# Slide
if machine.input_crouch and machine.input_sprint and machine.player.velocity.length() > params.slide_min_speed:
machine.switch_to("slide")
# ── Jump (coyote time + jump buffer) ──────────────────────────────────
if machine.input_jump_just_pressed and machine.coyote_timer > 0.0:
player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.on_ground = false
machine.coyote_timer = 0.0
machine.register_chain_mechanic("jump")
machine.switch_to("air")
return
# Dash
if machine.input_dash and machine.player.velocity.length() > 0.0:
machine.switch_to("dash")
# Jump buffer: player pressed jump just before landing
if machine.on_ground and machine.jump_buffer_time > 0.0:
player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.on_ground = false
machine.jump_buffer_time = 0.0
machine.register_chain_mechanic("jump")
machine.switch_to("air")
return
# ── Falling off ledge → air state ─────────────────────────────────────
if not machine.on_ground and machine.coyote_timer <= 0.0:
machine.switch_to("air")
return
# ── Slide (crouch while moving fast enough) ───────────────────────────
if machine.input_crouch and machine.slide_cooldown_timer <= 0.0:
var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
if hspeed > params.slide_min_speed:
machine.switch_to("slide")
return
# ── Wall run check ────────────────────────────────────────────────────
var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO and machine.input_dir.length() > 0.1:
if not player.is_on_floor():
machine.switch_to("wall_run")
return
# ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash:
var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
if hspeed > 0.1 or machine.input_dir.length() > 0.1:
machine.switch_to("dash")
return
func detect_wall() -> Vector3:
var origin := machine.player.global_position
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z).normalized()
if hvel.length_squared() < 0.01:
hvel = Vector3.FORWARD
var space_state := machine.player.get_world_3d().direct_space_state
for offset_sign in [1.0, -1.0]:
var dir: Vector3 = (hvel.cross(Vector3.UP) * offset_sign).normalized()
var offset: Vector3 = dir * 0.4
var ray := PhysicsRayQueryParameters3D.create(origin + offset + Vector3.UP * params.wall_ray_up_height, origin + offset - Vector3.DOWN * params.wall_ray_down_height)
ray.exclude = [machine.player.get_rid()]
var hit := space_state.intersect_ray(ray)
if not hit.is_empty():
var n: Vector3 = hit.get("normal", Vector3.ZERO)
if n.y < 0.3 and n.length_squared() > 0.0:
return n.normalized()
return Vector3.ZERO
func _get_camera_rig():
if machine.player and machine.player.has_node("HeadPivot"):
return machine.player.get_node("HeadPivot")
return null
func _update_capsule_height() -> void:
var shape = _get_capsule()
if shape:
if machine.input_crouch:
shape.height = machine.original_capsule_height * 0.5
else:
shape.height = machine.original_capsule_height
func _get_capsule() -> CapsuleShape3D:
for child in machine.player.get_children():
if child is CollisionShape3D and child.shape is CapsuleShape3D:
return child.shape as CapsuleShape3D
return null
+85 -35
View File
@@ -6,55 +6,105 @@ var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var _saved_capsule_height: float = 0.0
var _slide_direction: Vector3 = Vector3.ZERO
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("slide")
# Lower player capsule
var player_node = machine.player
var shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
# Save original capsule height and halve it
var shape: CapsuleShape3D = _get_capsule()
if shape:
shape.height = shape.height * 0.5
_saved_capsule_height = shape.height
shape.height = _saved_capsule_height * 0.5
# Slide in the direction of current velocity (momentum-based)
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z)
if hvel.length_squared() > 0.01:
_slide_direction = hvel.normalized()
else:
# Fallback: player forward
_slide_direction = -machine.player.global_transform.basis.z
_slide_direction.y = 0.0
_slide_direction = _slide_direction.normalized()
# Set initial slide velocity
var slide_speed := maxf(hvel.length(), params.slide_speed)
machine.player.velocity.x = _slide_direction.x * machine.get_effective_speed(slide_speed)
machine.player.velocity.z = _slide_direction.z * machine.get_effective_speed(slide_speed)
func exit() -> void:
pass
machine.slide_cooldown_timer = params.slide_cooldown
# Restore original capsule height
var shape: CapsuleShape3D = _get_capsule()
if shape and _saved_capsule_height > 0.0:
shape.height = _saved_capsule_height
func update(delta: float) -> void:
elapsed += delta
var vel: Vector3 = machine.player.velocity
var forward: Vector3 = -machine.player.global_transform.basis.z
if forward.length_squared() > 1.0:
forward = forward.normalized()
vel.x = forward.x * params.slide_speed * machine.get_effective_speed(1.0)
vel.z = forward.z * params.slide_speed * machine.get_effective_speed(1.0)
vel.x *= pow(params.slide_friction, delta)
vel.z *= pow(params.slide_friction, delta)
machine.player.velocity = vel
machine.player.move_and_slide()
var player := machine.player
var vel: Vector3 = player.velocity
if machine.player.is_on_floor():
machine.on_ground = true
var speed := Vector3(vel.x, 0.0, vel.z).length()
if speed < params.slide_min_speed or elapsed > params.slide_duration:
var end_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if end_shape:
end_shape.height = end_shape.height * 2.0
machine.register_chain_mechanic("slide_end")
machine.switch_to("ground")
return
# ── Apply friction to horizontal velocity ─────────────────────────────
vel.x *= pow(params.slide_friction, delta * 10.0)
vel.z *= pow(params.slide_friction, delta * 10.0)
# ── Gravity (for slopes) ──────────────────────────────────────────────
if not player.is_on_floor():
vel.y -= params.gravity * delta
else:
var fall_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if fall_shape:
fall_shape.height = fall_shape.height * 2.0
machine.on_ground = false
machine.switch_to("air")
vel.y = -2.0 # Strong floor snap
if not machine.input_crouch or not machine.input_sprint:
var cancel_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if cancel_shape:
cancel_shape.height = cancel_shape.height * 2.0
machine.register_chain_mechanic("slide_cancel")
player.velocity = vel
player.move_and_slide()
# ── Update ground status ──────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.current_jump_count = 0
else:
machine.on_ground = false
# ── End conditions ────────────────────────────────────────────────────
var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
# Slide ended: too slow
if hspeed < params.slide_min_speed:
machine.switch_to("ground")
return
# Player released crouch
if not machine.input_crouch:
machine.switch_to("ground")
return
# Fell off edge
if not machine.on_ground and machine.coyote_timer <= 0.0:
machine.switch_to("air")
return
# Jump out of slide
if machine.input_jump_just_pressed:
player.velocity.y = params.jump_velocity
var hvel := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hvel.length_squared() > 0.01:
var dir := hvel.normalized()
var jump_speed := minf(hvel.length() + params.slide_jump_speed_boost, params.bunny_hop_speed_cap)
player.velocity.x = dir.x * jump_speed
player.velocity.z = dir.z * jump_speed
machine.current_jump_count = 1
machine.on_ground = false
machine.register_chain_mechanic("slide_jump")
machine.switch_to("air")
return
func _get_capsule() -> CapsuleShape3D:
for child in machine.player.get_children():
if child is CollisionShape3D and child.shape is CapsuleShape3D:
return child.shape as CapsuleShape3D
return null
+40 -14
View File
@@ -6,11 +6,15 @@ var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var stamina: float = 0.0
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
stamina = params.wall_cling_max_stamina
machine.register_chain_mechanic("wall_cling")
# Kill most velocity but keep slight downward
machine.player.velocity = Vector3.ZERO
func exit() -> void:
@@ -19,34 +23,56 @@ func exit() -> void:
func update(delta: float) -> void:
elapsed += delta
var vel: Vector3 = machine.player.velocity
vel.x = params.wall_cling_horizontal_speed
vel.y = params.wall_cling_vertical_speed
vel.z = params.wall_cling_horizontal_speed
machine.player.velocity = vel
machine.player.move_and_slide()
stamina -= params.wall_cling_stamina_drain * delta
# Jump off wall
var player := machine.player
var vel: Vector3 = player.velocity
# ── Slow slide down ───────────────────────────────────────────────────
var slide_factor := 1.0 - (stamina / params.wall_cling_max_stamina) # 0→1 as stamina drains
vel.x = 0.0
vel.z = 0.0
vel.y = params.wall_cling_slide_speed * (1.0 + slide_factor * 2.0)
# Push into wall to maintain contact
vel -= machine.wall_normal * 1.0
player.velocity = vel
player.move_and_slide()
# ── Stamina depleted → fall ───────────────────────────────────────────
if stamina <= 0.0:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
# ── Jump off wall ─────────────────────────────────────────────────────
if machine.input_jump_just_pressed:
var push_dir := machine.wall_normal * params.wall_run_jump_off_normal
var vel2 := Vector3(push_dir.x, params.jump_velocity, push_dir.z)
machine.player.velocity = vel2
player.velocity = Vector3(push_dir.x, params.jump_velocity, push_dir.z)
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.register_chain_mechanic("wall_cling_jump")
machine.switch_to("air")
return
# Re-enter wall run with input
# ── Re-enter wall run with movement input ─────────────────────────────
if machine.input_dir.length() > 0.1:
machine.switch_to("wall_run")
return
# Fall
if not machine.wall_normal or machine.wall_normal.is_zero_approx():
# ── Lost wall contact ─────────────────────────────────────────────────
var wall := machine.detect_wall_horizontal()
if wall == Vector3.ZERO:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
if machine.player.is_on_floor():
# ── Hit floor ─────────────────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.wall_normal = Vector3.ZERO
machine.register_chain_mechanic("cling_land")
machine.wall_side = 0.0
machine.switch_to("ground")
+67 -40
View File
@@ -1,87 +1,114 @@
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
var _initial_y_vel: 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
# Cap the upward momentum so they don't fly up the wall,
# but preserve some if they just jumped onto it.
machine.player.velocity.y = minf(machine.player.velocity.y, 1.5)
machine.on_ground = false
# Camera tilt
var rig = _get_camera_rig()
if rig:
rig.set_wall_tilt(machine.wall_side)
func exit() -> void:
pass
# Clear camera tilt
var rig = _get_camera_rig()
if rig:
rig.clear_wall_tilt()
func update(delta: float) -> void:
elapsed += delta
if elapsed > params.wall_run_duration:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.switch_to("air")
return
var vel: Vector3 = machine.player.velocity
var player := machine.player
var vel: Vector3 = player.velocity
# Stick to wall
vel.y = min(vel.y, params.wall_run_vertical_speed)
# ── Gradual gravity pull (starts light, increases over time) ──────────
var gravity_factor := 0.1 + 0.9 * (elapsed / params.wall_run_duration)
vel.y -= params.wall_run_gravity * gravity_factor * delta
# 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:
# ── Move along wall tangent ───────────────────────────────────────────
var wall_tangent := machine.wall_normal.cross(Vector3.UP).normalized()
# Choose tangent direction based on player's movement direction
var hvel := Vector3(vel.x, 0.0, vel.z)
if hvel.dot(wall_tangent) < 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
var effective_speed := machine.get_effective_speed(params.wall_run_speed)
vel.x = wall_tangent.x * effective_speed
vel.z = wall_tangent.z * effective_speed
# ── Look away to break wall run ───────────────────────────────────────
var look_dir := -player.global_transform.basis.z
if look_dir.dot(machine.wall_normal) > 0.4:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.switch_to("air")
return
# ── Push slightly toward wall to maintain contact ─────────────────────
vel -= machine.wall_normal * 2.0
# ── Wall jump ─────────────────────────────────────────────────────────
if machine.input_jump_just_pressed:
var jump_vel: Vector3 = machine.wall_normal * params.wall_run_jump_off_normal
var h_look := Vector3(look_dir.x, 0.0, look_dir.z).normalized()
jump_vel += h_look * params.wall_run_jump_horizontal
jump_vel.y = params.wall_run_auto_jump_speed
player.velocity = jump_vel
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.register_chain_mechanic("wall_jump")
machine.switch_to("air")
return
# Wall cling fall-through
# ── Wall cling (no movement input) ────────────────────────────────────
if machine.input_dir.length() < 0.1:
machine.switch_to("wall_cling")
return
# Lose wall contact
var still_on_wall: bool = machine.wall_normal != Vector3.ZERO and detect_wall(machine.wall_normal).length_squared() > 0.0
if not still_on_wall:
player.velocity = vel
player.move_and_slide()
# ── Check still on wall ───────────────────────────────────────────────
var still_on_wall := machine.detect_wall_horizontal()
if still_on_wall == Vector3.ZERO:
machine.wall_normal = Vector3.ZERO
machine.register_chain_mechanic("wall_run_off")
machine.wall_side = 0.0
machine.switch_to("air")
return
machine.player.velocity = vel
machine.player.move_and_slide()
if machine.player.is_on_floor():
# ── Hit floor during wall run ─────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
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: Vector3 = origin + offset * side * params.wall_detect_distance + Vector3.UP * params.wall_ray_up_height
var ray_end: Vector3 = 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
func _get_camera_rig():
if machine.player and machine.player.has_node("HeadPivot"):
return machine.player.get_node("HeadPivot")
return null