Commit Graph
13 Commits
Author SHA1 Message Date
Nicholas ButzkeandClaude Fable 5 2c7b5a1aca feat: lighter air control (steer + stronger strafe) and 2-charge dash
- Air: direct steering bends existing velocity toward input without changing
  its magnitude (air_steer_rate), on top of Quake accelerate with raised
  gains (air_strafe_accel 55->90, per-tick cap 1.2->2.5). No-input air drag
  nearly removed so held momentum carries. Steering skips opposing input to
  avoid flipping through zero.
- Dash: charge system on the machine — dash_charges (2) spend instantly,
  each recharges in dash_cooldown (2 s). get_dash_cooldown_remaining() now
  reports time to the NEXT charge (0 while one is banked) so existing HUDs
  keep working; get_dash_charges() added for pips.
- Tests: dash tests updated to the charge API + new coverage for
  spend-2-then-recharge; 11/11 pass, spawn smoke clean.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 13:32:01 -04:00
Nicholas ButzkeandClaude Fable 5 0ba14a9469 feat: overhaul movement for flow — momentum-preserving states, smooth crouch, landing feel
- Quake-style air-strafe accelerate (real speed gain from strafing; external
  speed from dash/rockets never clamped)
- Wall run: keeps entry momentum (incl. upward carry), accelerates along the
  wall instead of hard-setting velocity, gravity fades in over the run
- Slide: slope physics (gravity projected along floor accelerates downhill),
  flat-ground decel instead of multiplicative friction, entry boost, direct
  slide->wallrun and slide->dash transitions
- Dash: cooldown 10s -> 2s, per-player (was a static shared across instances),
  momentum fully kept on exit, FOV punch event
- Grapple: taut pendulum with active rope control (W reels in, S pays out),
  release keeps swing energy
- Wall climb: carries upward momentum in, jump-off kick, shared vault helper
- Crouch capsule: single owner in the machine, smoothly lerped, ceiling check;
  camera eye height follows via crouch factor (no more head snapping)
- Landing: machine emits 'land' events scaled by impact; camera dip + pitched
  down thud; footsteps get pitch variation
- Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse),
  slide roll tilt
- Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy
  landings, wall-run body lean (synced to remotes via synced_wall_side)

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 11:58:14 -04:00
Hermes 462d12bee5 fix: Godot 4.2.1 compat and map builder fixes
- Fix tab character in _build_elevated_walkways() call (line 63)
- Fix untyped 'pos' variable in grapple pillar loop (line 376)
- Remove fog_sky_affinity (Godot 4.3+ only property)
- Replace preload() with load() for runtime script loading
- Replace 'is DoubleBarrelShotgun' type check with duck-typing
- Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn
- Replace absf() with abs() in state_machine, state_air, state_ground
- Update test_level.tscn to remove stale UID reference

All fixes verified: PARSE OK and scene runs without script errors
on Godot 4.2.1 headless.
2026-06-21 01:24:42 -04:00
DottsGit 3c512870f2 feat: implement movement state machine ground/air states and initialize weapon manager system 2026-06-10 22:37:17 -04:00
DottsGit 3dc7fda622 feat: implement modular movement state machine and ground, air, and wall climb states 2026-06-10 22:27:10 -04:00
DottsGit da4a6442c7 feat: implement player movement controller with grounded state, stair stepping, and wall interaction mechanics 2026-06-10 22:11:00 -04:00
DottsGit 22ea918e6d feat: implement movement state machine architecture and add various sound assets 2026-06-07 16:13:01 -04:00
DottsGit 2c35f5074a feat: adds a cd to the jump to prevent spam jumping up a slope 2026-06-05 00:54:19 -04:00
DottsGit 67bd5b4302 feat: add double-barrel shotgun weapon, player movement state machine, and procedural sound assets 2026-06-04 16:40:15 -04:00
DottsGit 45fb7f0f38 feat: add state machine movement classes, double barrel shotgun weapon, and test level builder utility 2026-06-04 01:21:50 -04:00
DottsGit da277e9d35 feat: implement player movement controller and state machine with dash, slide, and wall-run mechanics 2026-06-03 21:55:10 -04:00
Hermes dc2cb8ca26 fix: correct axis direction, air accel, and jump/dash input handling 2026-06-03 17:35:28 -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