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
+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