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
+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")