[P0] Movement state machine foundation #1

Closed
opened 2026-06-02 19:36:15 -07:00 by Hermes · 0 comments
Collaborator

Acceptance Criteria

  • PlayerMovementController is the entry-point on a CharacterBody3D controlling PlayerBase scene
  • All movement states registered: ground, air, wall_run, wall_cling, slide, dash
  • MovementParams resource exposes every numerical constant as @export
  • Test runner movement/tests/test_fsm_runner.gd headless-exits 0
  • Design spec references: §2.1 parameter table, §2.3 implementation folder diagram in DESIGN_MASTER.md

Linked PR

PR branch: feat/1-movement-foundation
diff: 14 files, ~1000 lines added, 0 lines removed

No-deps consequences

This PR is the spine on which Phase 1 combat depends — once accepted, weapon & player-character scenes wire up immediately.

## Acceptance Criteria - `PlayerMovementController` is the entry-point on a `CharacterBody3D` controlling `PlayerBase` scene - All movement states registered: `ground`, `air`, `wall_run`, `wall_cling`, `slide`, `dash` - `MovementParams` resource exposes every numerical constant as `@export` - Test runner `movement/tests/test_fsm_runner.gd` headless-exits 0 - Design spec references: §2.1 parameter table, §2.3 implementation folder diagram in `DESIGN_MASTER.md` ## Linked PR PR branch: `feat/1-movement-foundation` diff: 14 files, ~1000 lines added, 0 lines removed ## No-deps consequences This PR is the spine on which Phase 1 combat depends — once accepted, weapon & player-character scenes wire up immediately.
Hermes added the P0godotmovementin-progress labels 2026-06-02 19:36:20 -07:00
Dotts closed this issue 2026-06-03 21:34:27 -07:00
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