Commit Graph
7 Commits
Author SHA1 Message Date
Hermes 7eac41b4cf feat(map): high-quality movement map with spawns, cover, and wall-run surfaces
- Multi-level layout: central tower, corner platforms, stepping stones
- 6 spawn points (3 red, 3 blue) in covered alcoves with multiple exits
- Anti-spawn-camping: cover walls around spawns, 2+ exit routes each
- Wall-run surfaces on outer walls and inner tower walls (blue metal)
- Cover systems: low walls, crates, corridor walls for tactical lanes
- Ramps: cardinal ramps to central platform, corner ramps to platforms
- Visual polish: warm/cool accent lighting, sky/fog, varied materials
- Materials: concrete, dark concrete, metal, wood, crate, wall-run blue
- Decorative: barrels, hazard stripes, edge trim, accent beams
- Fixed test_fsm_runner.gd queue_free() void return parse error
- Added _ramp_mat() builder for material-based ramps

Closes #2
2026-06-21 00:50:25 -04:00
Hermes dc2cb8ca26 fix: correct axis direction, air accel, and jump/dash input handling 2026-06-03 17:35:28 -04:00
Hermes 6c57f70fb4 fix: clean state_ground and ensure duck-type state machine bootstrap 2026-06-03 16:58:48 -04:00
Hermes c463c29031 revert bogus debug edit in state_ground; restore clean update() entry 2026-06-03 16:55:41 -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