Commit Graph
12 Commits
Author SHA1 Message Date
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
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 da16a3a757 feat: implement weapon framework, hitscan logic, and player movement controller with state management 2026-06-05 00:25:41 -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 d8cb91e593 feat: implement dash and wall run movement states for the player controller 2026-06-04 11:47:08 -04:00
DottsGit e65e9fa76f feat: implement wall run state logic for player movement 2026-06-04 09:36:46 -04:00
DottsGit 4184b0f8ff feat: implement state_wall_run for player movement system 2026-06-04 00:32:29 -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 eeb074e58a fix(movement): typed Vector3 infer in state_wall_run.detect_wall() 2026-06-03 00:18:04 -04:00
Hermes 6cac1f4032 fix: resolve GDScript parse errors in movement states
- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2)
- state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal
- state_slide.gd: same shape API fix + unique shape vars per branch
- state_wall_run.gd: split 'and' line into single typed bool expression
2026-06-02 23:15:20 -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