Hermes
693145fd69
refactor: remove print_debug and switch to preload for movement scripts
2026-06-03 16:42:51 -04:00
Hermes
c0a90df690
fix: wire movement controller before state machine; harden machine lookup
2026-06-03 15:14:10 -04:00
Hermes
24a8651a6d
fix: guard input forwarding in PlayerMovementController; add movement_runner verifier
2026-06-03 15:09:00 -04:00
Hermes
9bdbc69ddd
fix: drop type hint on @onready _machine so runtime set_script path accepts MovementStateMachine
2026-06-03 00:34:24 -04:00
Hermes
872201aa85
fix: avoid typed @onready infer crash for MovementStateMachine
...
player_movement_controller.gd: use Node + get_node() instead of
typed MovementStateMachine + $ shorthand so runtime set_script paths
don't crash on @implicit_ready
2026-06-03 00:33:16 -04:00
Hermes
202f67fa32
feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states
...
- MovementStateMachine: core state machine base
- MovementParams: export-rich tunable resource
- StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop
- StateWallRun / StateWallCling: wall-based traversal with wall-jump off
- StateSlide: sprint-parallel slide with friction fallout
- StateDash: burst dash with momentum brake
- PlayerMovementController: entry point wiring to CharacterBody3D
- input_map.cfg: full action map reference file
- characters/player/player_base.tscn: placeholder scene
- movement/tests/test_fsm_runner.gd: 9-state unit test runner
Closes #1
2026-06-02 22:36:00 -04:00