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Commits
ceeff6a1ab
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693145fd69
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693145fd69 | ||
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c0a90df690 | ||
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24a8651a6d |
@@ -65,12 +65,16 @@ func _build_player() -> void:
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shape.shape.height = 1.8
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shape.shape.height = 1.8
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player.add_child(shape)
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player.add_child(shape)
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var mover_script = preload("res://movement/player_movement_controller.gd")
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if mover_script:
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player.set_script(mover_script)
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# State machine
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# State machine
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var sm := Node.new()
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var sm := Node.new()
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sm.name = "MovementStateMachine"
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sm.name = "MovementStateMachine"
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player.add_child(sm)
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player.add_child(sm)
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var sm_script = load("res://movement/movement_state_machine.gd")
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var sm_script = preload("res://movement/movement_state_machine.gd")
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if sm_script:
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if sm_script:
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sm.set_script(sm_script)
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sm.set_script(sm_script)
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@@ -91,14 +95,6 @@ func _build_player() -> void:
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if st_script:
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if st_script:
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st.set_script(st_script)
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st.set_script(st_script)
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# Movement controller
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var mover_script = load("res://movement/player_movement_controller.gd")
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if mover_script:
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player.set_script(mover_script)
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# set_script does not auto-call _ready(); do it manually
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if player.has_method("_ready"):
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player._ready()
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# Camera
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# Camera
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var camera := Camera3D.new()
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var camera := Camera3D.new()
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camera.name = "Camera3D"
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camera.name = "Camera3D"
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@@ -12,39 +12,67 @@ signal chain_updated(count: int, bonus: float)
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var machine: MovementStateMachine
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var machine: MovementStateMachine
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var jump_buffered: bool = false
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var jump_buffered: bool = false
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var _ready_ran: bool = false
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var _machine: MovementStateMachine = null
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# ── Helpers ───────────────────────────────────────────────────────────────────
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func _ensure_machine() -> MovementStateMachine:
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if typeof(_machine) != TYPE_NIL and is_instance_valid(_machine):
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return _machine as MovementStateMachine
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var candidates := [
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get_node("MovementStateMachine") if has_node("MovementStateMachine") else null,
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_machine if is_instance_valid(_machine) and _machine.has_method("register_chain_mechanic") else null,
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]
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for c in candidates:
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if c and (c is MovementStateMachine or (c.has_method("switch_to") and c.has_method("register_chain_mechanic"))):
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_machine = c
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return _machine
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return null
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# ── Input references ─────────────────────────────────────────────────────────
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# ── Input references ─────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_accept"):
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if event.is_action_pressed("ui_accept"):
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# Space / jump
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# Space / jump
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pass
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pass
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_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump")
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var node := _ensure_machine()
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_machine.input_jump_pressed = Input.is_action_pressed("jump")
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if not node:
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_machine.input_sprint = Input.is_action_pressed("sprint")
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return
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_machine.input_crouch = Input.is_action_pressed("crouch")
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node.input_jump_just_pressed = Input.is_action_just_pressed("jump")
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_machine.input_dash = Input.is_action_just_pressed("dash")
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node.input_jump_pressed = Input.is_action_pressed("jump")
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node.input_sprint = Input.is_action_pressed("sprint")
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node.input_crouch = Input.is_action_pressed("crouch")
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node.input_dash = Input.is_action_just_pressed("dash")
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var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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_machine.input_dir = input_v
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node.input_dir = input_v
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@onready var _machine = get_node("MovementStateMachine")
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@onready var _machine = get_node("MovementStateMachine")
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func _ready() -> void:
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func _ready() -> void:
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_machine.player = self
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if _ready_ran:
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_machine.params = params
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return
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# Mirror signal up
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_ready_ran = true
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_machine.movement_event.connect(func(ev, data):
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var node := _ensure_machine()
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if ev == "chain_updated":
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if node:
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chain_updated.emit(data.count, data.bonus)
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var sm := node
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)
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sm.player = self
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sm.params = params
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# Mirror signal up
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sm.movement_event.connect(func(ev, data):
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if ev == "chain_updated":
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chain_updated.emit(data.count, data.bonus)
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)
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not _machine.input_jump_pressed
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var node := _ensure_machine()
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_machine.input_jump_pressed = Input.is_action_pressed("jump")
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if not node:
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_machine.input_sprint = Input.is_action_pressed("sprint")
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return
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_machine.input_crouch = Input.is_action_pressed("crouch")
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# Keep one consistent source of truth for inputs
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_machine.input_dash = Input.is_action_just_pressed("dash") and not _machine.input_dash
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node.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not node.input_jump_pressed
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var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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node.input_jump_pressed = Input.is_action_pressed("jump")
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_machine.input_dir = input_v
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node.input_sprint = Input.is_action_pressed("sprint")
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node.input_crouch = Input.is_action_pressed("crouch")
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node.input_dash = Input.is_action_just_pressed("dash") and not node.input_dash
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node.input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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@@ -0,0 +1,12 @@
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extends Node
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class_name MovementRunner
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## Run: godot --headless --path . --script movement/tests/test_fsm_runner.gd
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## This file exists only as the runnable verifier entrypoint documented by the skill.
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func _ready() -> void:
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var script_path := "res://movement/tests/test_fsm_runner.gd"
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var runner = load(script_path).new()
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if runner and runner.has_method("run_all"):
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runner.run_all()
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get_tree().quit(0)
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