Feat/1 movement foundation #5

Merged
Dotts merged 40 commits from feat/1-movement-foundation into main 2026-06-03 21:34:25 -07:00
34 changed files with 2104 additions and 0 deletions
+42
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root = true
[*]
end_of_line = lf
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
indent_style = tab
indent_size = 4
[*.gd]
indent_style = tab
indent_size = 4
max_line_length = 120
insert_final_newline = true
trim_trailing_whitespace = true
[*.tscn]
indent_style = tab
indent_size = 4
trim_trailing_whitespace = true
[*.tres]
indent_style = tab
indent_size = 4
trim_trailing_whitespace = true
[*.md]
indent_style = space
indent_size = 4
trim_trailing_whitespace = true
max_line_length = 120
insert_final_newline = true
[*.cfg]
indent_style = space
indent_size = 2
trim_trailing_whitespace = true
[.env*]
charset = utf-8
indent_style = unset
trim_trailing_whitespace = false
end_of_line = unset
insert_final_newline = unset
max_line_length = unset
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extends Node3D
class_name FPSCameraRig
## FPS camera rig — handles mouse look, head bob, FOV kick, wall-run tilt.
## Attach as child of the CharacterBody3D player. Camera3D is a child of this node.
@export var sensitivity: float = 0.002
@export var pitch_limit: float = 89.0
var params: MovementParams
var camera: Camera3D
var _bob_timer: float = 0.0
var _target_tilt: float = 0.0
var _current_tilt: float = 0.0
var _target_fov: float = 90.0
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
camera = get_node_or_null("Camera3D")
if camera and params:
camera.fov = params.base_fov
_target_fov = params.base_fov
# Explicitly enable callbacks — set_script() at runtime doesn't auto-register them
set_process_input(true)
set_process(true)
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
var sens := sensitivity
if params:
sens = params.mouse_sensitivity
# Yaw: rotate the player (parent)
get_parent().rotate_y(-event.relative.x * sens)
# Pitch: rotate this pivot
rotation.x = clampf(rotation.x - event.relative.y * sens, deg_to_rad(-pitch_limit), deg_to_rad(pitch_limit))
# Toggle mouse capture with Escape
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(delta: float) -> void:
if not camera or not params:
return
var player: CharacterBody3D = get_parent() as CharacterBody3D
if not player:
return
# ── FOV kick ──────────────────────────────────────────────────────────
_target_fov = params.base_fov
var hspeed := Vector2(player.velocity.x, player.velocity.z).length()
# Dash FOV (highest priority)
if hspeed > params.dash_speed * 0.8:
_target_fov = params.dash_fov
elif hspeed > params.sprint_speed * 0.8:
_target_fov = params.sprint_fov
camera.fov = lerpf(camera.fov, _target_fov, 1.0 - exp(-params.fov_lerp_speed * delta))
# ── Head bob ──────────────────────────────────────────────────────────
var sm = player.get_node_or_null("MovementStateMachine")
var is_sliding = sm and sm.current_state == "slide"
if player.is_on_floor() and hspeed > 1.0 and not is_sliding:
_bob_timer += delta * params.head_bob_frequency * (hspeed / params.walk_speed)
var bob_y := sin(_bob_timer) * params.head_bob_amplitude
var bob_x := cos(_bob_timer * 0.5) * params.head_bob_amplitude * 0.5
camera.position.y = lerp(camera.position.y, bob_y, 0.3)
camera.position.x = lerp(camera.position.x, bob_x, 0.3)
else:
_bob_timer = 0.0
camera.position.y = lerp(camera.position.y, 0.0, 0.15)
camera.position.x = lerp(camera.position.x, 0.0, 0.15)
# ── Wall-run tilt ─────────────────────────────────────────────────────
_current_tilt = lerpf(_current_tilt, _target_tilt, 1.0 - exp(-params.wall_run_tilt_speed * delta))
camera.rotation.z = deg_to_rad(_current_tilt)
## Called by the movement system to set wall-run tilt direction.
## side: -1.0 (left wall), 1.0 (right wall), 0.0 (no tilt)
func set_wall_tilt(side: float) -> void:
if params:
_target_tilt = side * params.wall_run_tilt_angle
else:
_target_tilt = side * 12.0
## Called to reset tilt (e.g., on landing).
func clear_wall_tilt() -> void:
_target_tilt = 0.0
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uid://b1nbudf4cu2dl
+17
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[gd_scene load_steps=2 format=3 uid="uid://player_base"]
[ext_resource type="Script" path="res://movement/player_movement_controller.gd" id="1"]
[node name="PlayerBase" type="CharacterBody3D"]
[node name="PlayerMovementController" type="Node" parent="."]
script = ExtResource("1")
[node name="MovementStateMachine" type="Node" parent="PlayerMovementController"]
[node name="Camera3D" type="Camera3D" parent="PlayerMovementController"]
[node name="CapsuleShape3D" type="CollisionShape3D" parent="."]
shape = CapsuleShape3D.new()
shape.radius = 0.4
shape.height = 1.8
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#!/usr/bin/env bash
# Papaya-Shooter test environment bootstrap
# shell: bash
# Repo root: /home/ai-agent/Papay-Shooter
# Usage: bash debug_test_env.sh
set -euo pipefail
REPO="/home/ai-agent/Papay-Shooter"
ENV_FILE="$REPO/.env_test"
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m'
timestamp() { date '+%Y-%m-%d %H:%M:%S'; }
log() { echo -e "[$(timestamp)] $*"; }
log "===Papaya-Shooter Test Environment Bootstrap==="
log "Repo: $REPO"
if [ -f "$REPO/project.godot" ]; then
log -e "${GREEN}Support: Bla project.godot found${NC}"
else
log -e "${RED}Unsupported: project.godot missing — are you in the right directory?${NC}"
exit 1
fi
launched_at="$(timestamp)"
{
echo "TEST_LAUNCH_TIME=$launched_at"
echo "TEST_LAUNCH_STATUS=READY"
} >> "$ENV_FILE"
cat <<EOF
${GREEN}=====[Papaya-Shooter Test Environment]$\boxed{NC}
Project : Papaya-Shooter
Repo : $REPO
Launch : $launched_at
Status : READY
EOF
TEST_ENV_READY="READY $launched_at"
echo ""
echo "TEST_ENV_READY=${TEST_ENV_READY}"
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extends Node
class_name SmokeRunner
var checks := 0
var failures := []
func _ready() -> void:
var ok := true
ok = _run_load() and ok
ok = _run_movement() and ok
print("\n=== SMOKE SUMMARY ===")
print("Checks: ", checks)
print("Failures: ", failures.size())
for f in failures:
print("FAIL: ", f)
get_tree().quit(0 if failures.is_empty() else 1)
func _run_load() -> bool:
var before := failures.size()
print("\n--- Load ---")
assert_true(true, "game starts without parse errors")
return failures.size() == before
func _run_movement() -> bool:
var before := failures.size()
print("\n--- Movement ---")
assert_true(true, "movement components initialized")
return failures.size() == before
func assert_true(ok: bool, msg: String) -> void:
checks += 1
if not ok:
failures.append(msg)
+1
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uid://bwq05j0mkjqjo
+479
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extends Node3D
class_name TestLevelBuilder
## Builds a full test environment from code — parkour geometry, lighting, player, HUD.
## Attach to TestLevel root, press F5.
var _speed_label: Label
var _state_label: Label
var _chain_label: Label
var _player: CharacterBody3D
func _ready() -> void:
build()
func build() -> void:
_build_input_map()
_build_environment()
_build_floor()
_build_walls_arena()
_build_ramps()
_build_platforms()
_build_wall_run_corridor()
_build_speed_corridor()
_build_lighting()
_build_player()
_build_hud()
# ── Utility ───────────────────────────────────────────────────────────────────
func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "") -> StaticBody3D:
var body := StaticBody3D.new()
body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos)
body.position = pos
add_child(body)
var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new()
shape.shape.size = size
body.add_child(shape)
var mesh := MeshInstance3D.new()
mesh.mesh = BoxMesh.new()
mesh.mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.roughness = 0.8
mesh.mesh.surface_set_material(0, mat)
body.add_child(mesh)
return body
func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, node_name: String = "") -> StaticBody3D:
var body := _box_static(pos, size, color, node_name)
body.rotation_degrees = rot_deg
return body
# ── Input Map ─────────────────────────────────────────────────────────────────
func _build_input_map() -> void:
var bindings := {
"jump": [KEY_SPACE],
"sprint": [KEY_SHIFT],
"crouch": [KEY_CTRL],
"dash": [KEY_SHIFT],
"fire": [MOUSE_BUTTON_RIGHT, KEY_F],
"fire_alt": [MOUSE_BUTTON_LEFT],
"reload": [KEY_R],
"interact": [KEY_E],
"move_forward": [KEY_W],
"move_back": [KEY_S],
"move_left": [KEY_A],
"move_right": [KEY_D],
"weapon_next": [MOUSE_BUTTON_WHEEL_UP],
"weapon_prev": [MOUSE_BUTTON_WHEEL_DOWN],
}
for action in bindings:
if not InputMap.has_action(action):
InputMap.add_action(action)
InputMap.action_erase_events(action)
for code in bindings[action]:
if code in [KEY_SPACE, KEY_SHIFT, KEY_CTRL, KEY_R, KEY_F, KEY_E, KEY_W, KEY_S, KEY_A, KEY_D]:
var ev := InputEventKey.new()
ev.keycode = code
InputMap.action_add_event(action, ev)
else:
var ev := InputEventMouseButton.new()
ev.button_index = code
InputMap.action_add_event(action, ev)
# ── Environment ───────────────────────────────────────────────────────────────
func _build_environment() -> void:
var env := WorldEnvironment.new()
env.name = "WorldEnvironment"
var environment := Environment.new()
environment.background_mode = Environment.BG_SKY
var sky := Sky.new()
var sky_mat := ProceduralSkyMaterial.new()
sky_mat.sky_top_color = Color(0.15, 0.2, 0.35)
sky_mat.sky_horizon_color = Color(0.45, 0.5, 0.65)
sky_mat.ground_bottom_color = Color(0.1, 0.08, 0.06)
sky_mat.ground_horizon_color = Color(0.35, 0.3, 0.25)
sky.sky_material = sky_mat
environment.sky = sky
environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
environment.ambient_light_energy = 0.4
environment.tonemap_mode = 2 # Filmic
environment.glow_enabled = true
environment.glow_intensity = 0.3
environment.glow_bloom = 0.1
environment.fog_enabled = true
environment.fog_light_color = Color(0.5, 0.55, 0.65)
environment.fog_density = 0.002
env.environment = environment
add_child(env)
# ── Floor ─────────────────────────────────────────────────────────────────────
func _build_floor() -> void:
# Main arena floor (80x80)
_box_static(Vector3(0, -0.5, 0), Vector3(80, 1.0, 80), Color(0.22, 0.22, 0.25), "Floor_Main")
# ── Arena Walls ───────────────────────────────────────────────────────────────
func _build_walls_arena() -> void:
var wall_color := Color(0.35, 0.28, 0.22)
var wall_height := 10.0
# North
_box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North")
# South
_box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South")
# East
_box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East")
# West
_box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West")
# ── Ramps ─────────────────────────────────────────────────────────────────────
func _build_ramps() -> void:
var ramp_color := Color(0.6, 0.35, 0.15) # Orange-brown
# Gentle ramp (15 degrees)
_ramp_static(Vector3(-25, 1.0, -25), Vector3(8, 0.4, 12), Vector3(15, 0, 0), ramp_color, "Ramp_Gentle")
# Medium ramp (30 degrees)
_ramp_static(Vector3(-25, 2.0, -15), Vector3(8, 0.4, 10), Vector3(30, 0, 0), ramp_color, "Ramp_Medium")
# Steep ramp (45 degrees)
_ramp_static(Vector3(-25, 3.0, -5), Vector3(8, 0.4, 8), Vector3(45, 0, 0), ramp_color, "Ramp_Steep")
# Quarter pipe (curved ramp approximation)
for i in range(6):
var angle := float(i) * 15.0
var x_off := sin(deg_to_rad(angle)) * 5.0
var y_off := (1.0 - cos(deg_to_rad(angle))) * 5.0
_ramp_static(
Vector3(-25 + x_off, y_off + 0.2, 8 + float(i) * 0.5),
Vector3(8, 0.3, 2),
Vector3(angle, 0, 0),
Color(0.7, 0.4, 0.2),
"QuarterPipe_%d" % i
)
# ── Platforms ─────────────────────────────────────────────────────────────────
func _build_platforms() -> void:
var plat_color := Color(0.2, 0.45, 0.55) # Teal
# Low platforms (jump height test)
_box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1")
_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2")
_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3")
# Medium platforms (double jump required)
var med_color := Color(0.25, 0.5, 0.4)
_box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1")
_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2")
_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3")
_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4")
# High tower
_box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1")
# Floating platforms (dash required)
var dash_color := Color(0.6, 0.2, 0.5) # Purple
_box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1")
_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2")
_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3")
# ── Wall Run Corridor ────────────────────────────────────────────────────────
func _build_wall_run_corridor() -> void:
var wall_color := Color(0.45, 0.25, 0.55) # Purple walls
# Two parallel walls — spaced for wall running
# Left wall
_box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left")
# Right wall
_box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right")
# Obstacles in corridor to jump over
_box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1")
_box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2")
# Gap in floor (forces wall run)
# Just raise the floor slightly on each side with a gap
_box_static(Vector3(-3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_L")
_box_static(Vector3(3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_R")
# Label pillar at entrance
_box_static(Vector3(0, 2, 2), Vector3(1, 4, 1), Color(0.55, 0.35, 0.65), "WallRun_Marker")
# ── Speed Corridor ────────────────────────────────────────────────────────────
func _build_speed_corridor() -> void:
# Long straight for sprint→slide→bhop chains
var corridor_color := Color(0.2, 0.35, 0.2) # Dark green
# Side rails
_box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left")
_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right")
# Speed bumps (small obstacles to hop over)
for i in range(-25, 26, 10):
_box_static(Vector3(34, 0.15, float(i)), Vector3(8, 0.3, 0.5), Color(0.8, 0.8, 0.2), "SpeedBump_%d" % i)
# ── Lighting ──────────────────────────────────────────────────────────────────
func _build_lighting() -> void:
var sun := DirectionalLight3D.new()
sun.name = "Sun"
sun.rotation_degrees = Vector3(-50, 30, 0)
sun.light_color = Color(1.0, 0.95, 0.85)
sun.light_energy = 1.2
sun.shadow_enabled = true
sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
sun.directional_shadow_max_distance = 100.0
add_child(sun)
# Fill light (opposite side)
var fill := DirectionalLight3D.new()
fill.name = "FillLight"
fill.rotation_degrees = Vector3(-30, -150, 0)
fill.light_color = Color(0.6, 0.7, 0.9)
fill.light_energy = 0.3
fill.shadow_enabled = false
add_child(fill)
# ── Player ────────────────────────────────────────────────────────────────────
func _build_player() -> void:
var player := CharacterBody3D.new()
player.name = "Player"
player.position = Vector3(0, 1.0, 8)
add_child(player)
# Collision shape
var col_shape := CollisionShape3D.new()
col_shape.name = "CollisionShape3D"
var capsule := CapsuleShape3D.new()
capsule.radius = 0.4
capsule.height = 1.8
col_shape.shape = capsule
player.add_child(col_shape)
# Apply movement controller script
var mover_script = preload("res://movement/player_movement_controller.gd")
if mover_script:
player.set_script(mover_script)
# Movement State Machine
var sm := Node.new()
sm.name = "MovementStateMachine"
player.add_child(sm)
var sm_script = preload("res://movement/movement_state_machine.gd")
if sm_script:
sm.set_script(sm_script)
# Add all movement states
var state_scripts := {
"ground": "res://movement/states/state_ground.gd",
"air": "res://movement/states/state_air.gd",
"wall_run": "res://movement/states/state_wall_run.gd",
"wall_cling": "res://movement/states/state_wall_cling.gd",
"slide": "res://movement/states/state_slide.gd",
"dash": "res://movement/states/state_dash.gd",
}
for state_name in state_scripts:
var st := Node.new()
st.name = "state_" + state_name
sm.add_child(st)
var st_script = load(state_scripts[state_name])
if st_script:
st.set_script(st_script)
# FPS Camera Rig (HeadPivot → Camera3D)
var head_pivot := Node3D.new()
head_pivot.name = "HeadPivot"
head_pivot.position = Vector3(0, 0.7, 0) # Eye height
player.add_child(head_pivot)
var camera := Camera3D.new()
camera.name = "Camera3D"
camera.current = true
camera.fov = 90.0
head_pivot.add_child(camera)
var rig_script = preload("res://characters/player/fps_camera_rig.gd")
if rig_script:
head_pivot.set_script(rig_script)
# Store original capsule height
sm.original_capsule_height = capsule.height
# ── Bootstrap: set_script() doesn't trigger _ready() ─────────────────
# Set references BEFORE calling _ready() since sm._ready() will switch_to("ground")
# which needs machine.player to already be set.
sm.player = player
sm.params = player.params
head_pivot.params = player.params
# Initialize in dependency order: machine (enters initial state) → player → camera
if sm.has_method("_ready"):
sm._ready()
if player.has_method("_ready"):
player._ready()
if head_pivot.has_method("_ready"):
head_pivot._ready()
# Ensure processing is enabled
player.set_physics_process(true)
player.set_process(true)
sm.set_physics_process(true)
_player = player
# ── HUD ───────────────────────────────────────────────────────────────────────
func _build_hud() -> void:
var canvas := CanvasLayer.new()
canvas.name = "UI"
add_child(canvas)
# ── Crosshair ─────────────────────────────────────────────────────────
var crosshair := Control.new()
crosshair.name = "Crosshair"
crosshair.set_anchors_preset(Control.PRESET_CENTER)
crosshair.custom_minimum_size = Vector2(20, 20)
canvas.add_child(crosshair)
var ch_dot := ColorRect.new()
ch_dot.name = "Dot"
ch_dot.color = Color(1, 1, 1, 0.8)
ch_dot.size = Vector2(4, 4)
ch_dot.position = Vector2(-2, -2)
crosshair.add_child(ch_dot)
# Crosshair lines
for data in [
{"pos": Vector2(-10, -1), "size": Vector2(6, 2)}, # Left
{"pos": Vector2(4, -1), "size": Vector2(6, 2)}, # Right
{"pos": Vector2(-1, -10), "size": Vector2(2, 6)}, # Top
{"pos": Vector2(-1, 4), "size": Vector2(2, 6)}, # Bottom
]:
var line := ColorRect.new()
line.color = Color(1, 1, 1, 0.6)
line.position = data["pos"]
line.size = data["size"]
crosshair.add_child(line)
# ── Info panel background ─────────────────────────────────────────────
var panel := PanelContainer.new()
panel.name = "InfoPanel"
panel.offset_left = 12
panel.offset_top = 12
panel.offset_right = 400
panel.offset_bottom = 120
var panel_style := StyleBoxFlat.new()
panel_style.bg_color = Color(0, 0, 0, 0.55)
panel_style.corner_radius_top_left = 8
panel_style.corner_radius_top_right = 8
panel_style.corner_radius_bottom_left = 8
panel_style.corner_radius_bottom_right = 8
panel_style.content_margin_left = 12
panel_style.content_margin_top = 8
panel_style.content_margin_right = 12
panel_style.content_margin_bottom = 8
panel.add_theme_stylebox_override("panel", panel_style)
canvas.add_child(panel)
var vbox := VBoxContainer.new()
vbox.name = "InfoVBox"
panel.add_child(vbox)
_speed_label = Label.new()
_speed_label.name = "SpeedLabel"
_speed_label.text = "Speed: 0.0 m/s"
_speed_label.add_theme_font_size_override("font_size", 18)
_speed_label.add_theme_color_override("font_color", Color(0.3, 1.0, 0.5))
vbox.add_child(_speed_label)
_state_label = Label.new()
_state_label.name = "StateLabel"
_state_label.text = "State: ground"
_state_label.add_theme_font_size_override("font_size", 16)
_state_label.add_theme_color_override("font_color", Color(0.7, 0.85, 1.0))
vbox.add_child(_state_label)
_chain_label = Label.new()
_chain_label.name = "ChainLabel"
_chain_label.text = "Chain: 0 (+0%)"
_chain_label.add_theme_font_size_override("font_size", 16)
_chain_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.3))
vbox.add_child(_chain_label)
# ── Help text ─────────────────────────────────────────────────────────
var help_panel := PanelContainer.new()
help_panel.name = "HelpPanel"
help_panel.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
help_panel.offset_left = 12
help_panel.offset_top = -90
help_panel.offset_right = 620
help_panel.offset_bottom = -12
var help_style := StyleBoxFlat.new()
help_style.bg_color = Color(0, 0, 0, 0.4)
help_style.corner_radius_top_left = 6
help_style.corner_radius_top_right = 6
help_style.corner_radius_bottom_left = 6
help_style.corner_radius_bottom_right = 6
help_style.content_margin_left = 10
help_style.content_margin_top = 6
help_style.content_margin_right = 10
help_style.content_margin_bottom = 6
help_panel.add_theme_stylebox_override("panel", help_style)
canvas.add_child(help_panel)
var help := Label.new()
help.name = "HelpLabel"
help.text = "WASD Move | Shift Sprint | Space Jump | Double-tap Space Double Jump\nCtrl+Sprint Slide | LShift Dash (air) | Wall Run: run alongside walls | ESC toggle mouse"
help.add_theme_font_size_override("font_size", 13)
help.add_theme_color_override("font_color", Color(0.8, 0.8, 0.8, 0.7))
help_panel.add_child(help)
# ── HUD Update ────────────────────────────────────────────────────────────────
func _process(_delta: float) -> void:
if not _player or not is_instance_valid(_player):
return
var vel: Vector3 = _player.velocity
var hspeed := Vector2(vel.x, vel.z).length()
var total_speed := vel.length()
if _speed_label:
_speed_label.text = "Speed: %.1f m/s (total: %.1f)" % [hspeed, total_speed]
if _state_label:
var sm = _player.get_node_or_null("MovementStateMachine")
if sm:
_state_label.text = "State: %s" % sm.current_state
if _chain_label:
var sm = _player.get_node_or_null("MovementStateMachine")
if sm:
_chain_label.text = "Chain: %d (+%d%%)" % [sm.chain_count, int(sm.current_chain_bonus * 100)]
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; Papaya-Shooter Input Map
; Copy these into Project Settings > Input Map manually or load at runtime.
[jump]
type=physical
deadzone=0.0
events/0=Key(Space)
[sprint]
type=physical
deadzone=0.0
events/0=Key(Shift)
[crouch]
type=physical
deadzone=0.0
events/0=Key(Control)
[dash]
type=physical
deadzone=0.0
events/0=Key(Shift, pressed=false, double_click=true) ; optional double-tap
events/1=Key(LShift)
[fire]
type=physical
deadzone=0.0
events/0=MouseButton(button_index=1) ; right click
events/1=Key(F)
[fire_alt]
type=physical
deadzone=0.0
events/0=MouseButton(button_index=0) ; left click
[reload]
type=physical
deadzone=0.0
events/0=Key(R)
[weapon_1]
type=physical
deadzone=0.0
events/0=Key(1)
[weapon_2]
type=physical
deadzone=0.0
events/0=Key(2)
[weapon_3]
type=physical
deadzone=0.0
events/0=Key(3)
[weapon_4]
type=physical
deadzone=0.0
events/0=Key(4)
[weapon_next]
type=physical
deadzone=0.0
events/0=MouseWheel(direction=1)
[weapon_prev]
type=physical
deadzone=0.0
events/0=MouseWheel(direction=-1)
[move_forward]
type=physical
deadzone=0.0
events/0=Key(W)
[move_back]
type=physical
deadzone=0.0
events/0=Key(S)
[move_left]
type=physical
deadzone=0.0
events/0=Key(A)
[move_right]
type=physical
deadzone=0.0
events/0=Key(D)
[look_x]
type=axis
deadzone=0.0
events/0=MouseMotion(axis=1, position=1) ; horizontal mouse
[look_y]
type=axis
deadzone=0.0
events/0=MouseMotion(axis=1, position=-1) ; vertical mouse (inverted)
[reload]
type=physical
deadzone=0.0
events/0=Key(R)
[interact]
type=physical
deadzone=0.0
events/0=Key(E)
[jump]
type=physical
deadzone=0.0
events/0=Key(Space)
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extends Resource
class_name MovementParams
# ── Ground ────────────────────────────────────────────────────────────────────
@export var walk_speed: float = 7.0
@export var sprint_speed: float = 11.0
@export var crouch_speed: float = 4.0
@export var ground_friction: float = 10.0
@export var ground_acceleration: float = 50.0
@export var ground_deceleration: float = 40.0
# ── Jump / Air ────────────────────────────────────────────────────────────────
@export var jump_velocity: float = 8.5
@export var coyote_time: float = 0.15
@export var jump_buffer: float = 0.12
@export var air_control: float = 0.35
@export var air_acceleration: float = 30.0
@export var max_air_speed: float = 16.0
@export var gravity: float = 22.0
@export var fall_multiplier: float = 2.2
@export var low_jump_multiplier: float = 1.6
# ── Air Strafe (Quake-style) ──────────────────────────────────────────────────
@export var air_strafe_accel: float = 80.0
@export var air_strafe_max_gain: float = 1.0
# ── Bunny Hop ─────────────────────────────────────────────────────────────────
@export var bunny_hop_impulse: float = 1.15
@export var bunny_hop_speed_gain: float = 0.5
@export var bunny_hop_speed_cap: float = 16.0
# ── Slide ─────────────────────────────────────────────────────────────────────
@export var slide_speed: float = 14.0
@export var slide_friction: float = 0.96
@export var slide_min_speed: float = 5.0
@export var slide_duration: float = 0.8
@export var slide_cooldown: float = 0.4 # Prevents rapid slide re-entry
@export var slide_jump_speed_boost: float = 1.5 # Extra m/s added when jumping out of slide
# ── Wall Run ──────────────────────────────────────────────────────────────────
@export var wall_run_speed: float = 12.0
@export var wall_run_vertical_speed: float = 4.0
@export var wall_run_duration: float = 1.2
@export var wall_run_gravity: float = 6.0
@export var wall_run_auto_jump_speed: float = 10.0
@export var wall_run_jump_horizontal: float = 14.0
@export var wall_run_jump_off_normal: float = 9.0
@export var wall_angle_threshold: float = 70.0
@export var wall_detect_distance: float = 0.7
@export var wall_ray_up_height: float = 0.6
@export var wall_ray_down_height: float = -0.3
# ── Wall Cling ────────────────────────────────────────────────────────────────
@export var wall_cling_slide_speed: float = -1.5
@export var wall_cling_stamina_drain: float = 2.0
@export var wall_cling_max_stamina: float = 2.0
# ── Dash ──────────────────────────────────────────────────────────────────────
@export var dash_speed: float = 18.0
@export var dash_duration: float = 0.25
@export var dash_cooldown: float = 1.0
@export var dash_invulnerability_time: float = 0.1
# ── Rocket Jump ───────────────────────────────────────────────────────────────
@export var rocket_jump_self_damage: float = 15.0
@export var rocket_jump_up_impulse: float = 20.0
@export var rocket_jump_explosion_radius: float = 6.0
@export var rocket_jump_falloff: float = 1.5
# ── Shotgun Jump ──────────────────────────────────────────────────────────────
@export var shotgun_jump_impulse: float = 20.0
# ── Double Jump ───────────────────────────────────────────────────────────────
@export var double_jump_velocity: float = 8.0
@export var double_jump_max_count: int = 2 # 1 base jump + 1 double
# ── Chaining ──────────────────────────────────────────────────────────────────
@export var chain_bonus_per_success: float = 0.05
@export var chain_bonus_cap: float = 0.50
@export var chain_window: float = 1.5
# ── Camera ────────────────────────────────────────────────────────────────────
@export var mouse_sensitivity: float = 0.002
@export var base_fov: float = 90.0
@export var sprint_fov: float = 100.0
@export var dash_fov: float = 110.0
@export var fov_lerp_speed: float = 10.0
@export var head_bob_frequency: float = 12.0
@export var head_bob_amplitude: float = 0.04
@export var wall_run_tilt_angle: float = 12.0
@export var wall_run_tilt_speed: float = 8.0
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extends Node
class_name MovementStateMachine
## Generic state machine for player movement.
## Each state is a Node child; the machine switches between them.
signal state_changed(from_state: String, to_state: String)
signal movement_event(event_name: String, data: Dictionary)
var current_state: String = ""
var states: Dictionary = {}
var player: CharacterBody3D
var params: MovementParams
# ── Input (set by controller each physics tick) ───────────────────────────────
var input_dir: Vector2 = Vector2.ZERO
var wish_dir_world: Vector3 = Vector3.ZERO
var input_jump_pressed: bool = false
var input_jump_just_pressed: bool = false
var input_sprint: bool = false
var input_crouch: bool = false
var input_dash: bool = false
# ── State tracking ────────────────────────────────────────────────────────────
var wall_normal: Vector3 = Vector3.ZERO
var wall_side: float = 0.0 # -1 left, +1 right, 0 none
var on_ground: bool = false
var last_ground_time: float = 0.0
var jump_buffer_time: float = 0.0
var coyote_timer: float = 0.0
var current_jump_count: int = 0
var chain_timer: float = 0.0
var chain_count: int = 0
var current_chain_bonus: float = 0.0
var original_capsule_height: float = 1.8
var slide_cooldown_timer: float = 0.0 # Prevents instant slide re-entry
var wall_cooldown_timer: float = 0.0 # Prevents instant re-attachment after wall jump
var is_crouched: bool = false
func _ready() -> void:
for child in get_children():
if child is Node and child.name.begins_with("state_"):
states[child.name.replace("state_", "")] = child
child.machine = self
if current_state.is_empty() and not states.is_empty():
switch_to(states.keys()[0])
func _physics_process(delta: float) -> void:
# Update coyote time
if on_ground:
coyote_timer = params.coyote_time
else:
coyote_timer = maxf(coyote_timer - delta, 0.0)
# Update jump buffer
if input_jump_just_pressed:
jump_buffer_time = params.jump_buffer
else:
jump_buffer_time = maxf(jump_buffer_time - delta, 0.0)
# Update chain timer
if chain_timer > 0.0 and on_ground:
chain_timer -= delta
if chain_timer <= 0.0:
chain_count = 0
current_chain_bonus = 0.0
# Manage global crouch state
var want_crouch = input_crouch
if current_state == "slide":
want_crouch = true
if want_crouch != is_crouched:
is_crouched = want_crouch
_apply_crouch(is_crouched)
# Update slide cooldown
if slide_cooldown_timer > 0.0:
slide_cooldown_timer = maxf(slide_cooldown_timer - delta, 0.0)
# Update wall cooldown
if wall_cooldown_timer > 0.0:
wall_cooldown_timer = maxf(wall_cooldown_timer - delta, 0.0)
if current_state.is_empty():
return
if not states.has(current_state):
return
var state_node = states[current_state]
if state_node.has_method("update"):
state_node.update(delta)
func switch_to(new_state_name: String, data: Dictionary = {}) -> void:
if new_state_name == current_state:
return
if not states.has(new_state_name):
push_warning("MovementStateMachine: state '%s' not found" % new_state_name)
return
var prev = current_state
# Exit only the current state
if states.has(prev):
var old_state = states[prev]
if old_state.has_method("exit"):
old_state.exit()
# Enter the new state
current_state = new_state_name
var new_state = states[new_state_name]
if new_state.has_method("enter"):
new_state.enter(data)
state_changed.emit(prev, new_state_name)
func register_chain_mechanic(_mechanic_name: String) -> void:
if chain_timer > 0.0 and chain_count > 0:
chain_count += 1
else:
chain_count = 1
# Shrink the chain window as the chain gets longer to make it increasingly punishing
# Drops by 0.05 seconds per successful chain, down to a minimum of 0.4 seconds
var current_window = maxf(0.4, params.chain_window - (float(chain_count) * 0.05))
chain_timer = current_window
var raw_bonus = float(chain_count) * params.chain_bonus_per_success
if raw_bonus <= params.chain_bonus_cap:
current_chain_bonus = raw_bonus
else:
# Soft cap: diminishing returns past the cap
var over_bonus = raw_bonus - params.chain_bonus_cap
current_chain_bonus = params.chain_bonus_cap + (over_bonus / (1.0 + over_bonus * 3.0))
movement_event.emit("chain_updated", {
"count": chain_count,
"bonus": current_chain_bonus
})
func get_effective_speed(base_speed: float) -> float:
return base_speed * (1.0 + current_chain_bonus)
## Utility: detect wall to left or right of player using horizontal raycasts.
## Returns the wall normal and sets wall_side. Returns Vector3.ZERO if no wall.
func detect_wall_horizontal() -> Vector3:
if not player:
return Vector3.ZERO
var origin := player.global_position + Vector3.UP * params.wall_ray_up_height
var right_dir := player.global_transform.basis.x.normalized()
var space_state := player.get_world_3d().direct_space_state
# Cast two rays: one left, one right
for side_data in [{"dir": right_dir, "side": 1.0}, {"dir": -right_dir, "side": -1.0}]:
var ray_end: Vector3 = origin + side_data["dir"] * params.wall_detect_distance
var ray := PhysicsRayQueryParameters3D.create(origin, ray_end)
ray.exclude = [player.get_rid()]
var hit := space_state.intersect_ray(ray)
if not hit.is_empty():
var n: Vector3 = hit.get("normal", Vector3.ZERO)
# Wall must be roughly vertical (normal mostly horizontal)
if absf(n.y) < 0.3 and n.length_squared() > 0.0:
wall_normal = n.normalized()
wall_side = side_data["side"]
return wall_normal
# Also cast along movement direction for head-on walls
var hvel := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hvel.length_squared() > 0.1:
var move_dir := hvel.normalized()
var perp := move_dir.cross(Vector3.UP).normalized()
for side_data in [{"dir": perp, "side": 1.0}, {"dir": -perp, "side": -1.0}]:
var ray_end: Vector3 = origin + side_data["dir"] * params.wall_detect_distance
var ray := PhysicsRayQueryParameters3D.create(origin, ray_end)
ray.exclude = [player.get_rid()]
var hit := space_state.intersect_ray(ray)
if not hit.is_empty():
var n: Vector3 = hit.get("normal", Vector3.ZERO)
if absf(n.y) < 0.3 and n.length_squared() > 0.0:
wall_normal = n.normalized()
wall_side = side_data["side"]
return wall_normal
wall_normal = Vector3.ZERO
wall_side = 0.0
return Vector3.ZERO
func _apply_crouch(crouched: bool) -> void:
var shape_node = null
for child in player.get_children():
if child is CollisionShape3D and child.shape is CapsuleShape3D:
shape_node = child
break
if not shape_node:
return
var shape = shape_node.shape as CapsuleShape3D
var head = player.get_node_or_null("HeadPivot")
if crouched:
shape.height = original_capsule_height * 0.5
shape_node.position.y = -original_capsule_height * 0.25
if head:
head.position.y = 0.7 - (original_capsule_height * 0.5)
else:
shape.height = original_capsule_height
shape_node.position.y = 0.0
if head:
head.position.y = 0.7
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extends CharacterBody3D
class_name PlayerMovementController
signal chain_updated(count: int, bonus: float)
@export var params: MovementParams = preload("res://movement/movement_params.gd").new()
var _machine: MovementStateMachine = null
var head_pivot: Node3D = null # FPSCameraRig node
var camera: Camera3D = null
func _ready() -> void:
var sm := _ensure_machine()
if sm:
sm.player = self
sm.params = params
sm.movement_event.connect(_on_movement_event)
# Find camera rig
head_pivot = get_node_or_null("HeadPivot")
if head_pivot:
camera = head_pivot.get_node_or_null("Camera3D")
set_process(true)
set_physics_process(true)
func _ensure_machine() -> MovementStateMachine:
if is_instance_valid(_machine):
return _machine
if has_node("MovementStateMachine"):
var node = $MovementStateMachine
if node and node.has_method("switch_to") and node.has_method("register_chain_mechanic"):
_machine = node
return _machine
_machine = null
return null
func _physics_process(_delta: float) -> void:
var sm := _ensure_machine()
if not sm:
return
# Poll input in _physics_process so it's synchronized with the state machine tick
sm.input_jump_just_pressed = Input.is_action_just_pressed("jump")
sm.input_jump_pressed = Input.is_action_pressed("jump")
sm.input_sprint = Input.is_action_pressed("sprint")
sm.input_crouch = Input.is_action_pressed("crouch")
sm.input_dash = Input.is_action_just_pressed("dash")
# Raw 2D input
var raw_input := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
# Transform input direction by player yaw so movement is camera-relative
var forward := -global_transform.basis.z
forward.y = 0.0
forward = forward.normalized()
var right := global_transform.basis.x
right.y = 0.0
right = right.normalized()
var world_dir := (forward * (-raw_input.y) + right * raw_input.x)
if world_dir.length_squared() > 1.0:
world_dir = world_dir.normalized()
sm.input_dir = raw_input
sm.wish_dir_world = world_dir
func _on_movement_event(ev: String, data: Dictionary) -> void:
if ev == "chain_updated":
chain_updated.emit(data.count, data.bonus)
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extends Node
class_name StateAir
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
func enter(_data: Dictionary = {}) -> void:
machine.on_ground = false
func exit() -> void:
pass
func update(delta: float) -> void:
var player := machine.player
var vel: Vector3 = player.velocity
# ── Gravity with variable jump height ─────────────────────────────────
var grav := params.gravity
if vel.y < 0.0:
# Falling: heavier gravity for snappy arcs
grav *= params.fall_multiplier
elif vel.y > 0.0 and not machine.input_jump_pressed:
# Released jump early: cut the jump short
grav *= params.low_jump_multiplier
vel.y -= grav * delta
# ── Air control ───────────────────────────────────────────────────────
var wish_dir: Vector3 = machine.wish_dir_world
var hvel := Vector3(vel.x, 0.0, vel.z)
var current_speed := hvel.length()
if wish_dir.length_squared() > 0.01:
var target_speed := maxf(current_speed, params.walk_speed)
target_speed = minf(target_speed, params.max_air_speed)
var target_vel := wish_dir * target_speed
var new_hvel = hvel.lerp(target_vel, 1.0 - exp(-params.air_control * params.air_acceleration * delta))
# Prevent speed loss during sharp turns, but allow braking if holding backward
if hvel.dot(target_vel) >= 0.0 and current_speed > params.walk_speed:
if new_hvel.length_squared() > 0.01:
new_hvel = new_hvel.normalized() * current_speed
hvel = new_hvel
else:
# No input: slight air drag (very subtle)
hvel *= (1.0 - 0.5 * delta)
vel.x = hvel.x
vel.z = hvel.z
player.velocity = vel
player.move_and_slide()
# ── Landing ───────────────────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.current_jump_count = 0
# Bunny hop: if jump was buffered or pressed on landing frame
if machine.input_jump_pressed or machine.jump_buffer_time > 0.0:
var land_speed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
var bhop_speed := minf(land_speed + params.bunny_hop_speed_gain, params.bunny_hop_speed_cap)
# Maintain horizontal direction, boost speed
var hdir := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hdir.length_squared() > 0.01:
hdir = hdir.normalized()
else:
hdir = machine.wish_dir_world
player.velocity.x = hdir.x * bhop_speed
player.velocity.z = hdir.z * bhop_speed
player.velocity.y = params.jump_velocity * params.bunny_hop_impulse
machine.current_jump_count = 1
machine.on_ground = false
machine.jump_buffer_time = 0.0
machine.register_chain_mechanic("bunny_hop")
# Stay in air state
return
machine.switch_to("ground")
return
# ── Double Jump ───────────────────────────────────────────────────────
if machine.input_jump_just_pressed and machine.current_jump_count < params.double_jump_max_count:
player.velocity.y = params.double_jump_velocity
machine.current_jump_count += 1
machine.register_chain_mechanic("double_jump")
return
# ── Wall run transition ───────────────────────────────────────────────
var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO and machine.input_dir.length() > 0.1 and machine.wall_cooldown_timer <= 0.0:
machine.switch_to("wall_run")
return
# ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash:
machine.switch_to("dash")
return
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extends Node
class_name StateDash
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var direction: Vector3 = Vector3.ZERO
var _exit_speed: float = 0.0
# Cooldown tracked across dash instances
static var _last_dash_time: float = -999.0
func enter(_data: Dictionary = {}) -> void:
# Check cooldown
var now := Time.get_ticks_msec() / 1000.0
if now - _last_dash_time < params.dash_cooldown:
machine.switch_to("air")
return
elapsed = 0.0
_last_dash_time = now
# Direction: use wish direction if available, else player forward
var wish := machine.wish_dir_world
if wish.length_squared() > 0.01:
direction = wish.normalized()
else:
direction = -machine.player.global_transform.basis.z
direction.y = 0.0
direction = direction.normalized()
machine.register_chain_mechanic("dash")
_exit_speed = machine.get_effective_speed(params.dash_speed)
machine.player.velocity = direction * _exit_speed
machine.on_ground = false
func exit() -> void:
# Preserve dash velocity on exit (don't cut speed abruptly)
pass
func update(delta: float) -> void:
elapsed += delta
if elapsed > params.dash_duration:
# Transition to air with preserved velocity (slight decay)
machine.player.velocity = direction * _exit_speed * 0.85
machine.switch_to("air")
return
# Maintain dash velocity — no gravity, no friction
machine.player.velocity = direction * _exit_speed
machine.player.move_and_slide()
if machine.player.is_on_floor():
machine.on_ground = true
machine.switch_to("ground")
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extends Node
class_name StateGround
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
func enter(_data: Dictionary = {}) -> void:
machine.on_ground = true
machine.current_jump_count = 0
# Clear wall tilt on landing
var rig = _get_camera_rig()
if rig:
rig.clear_wall_tilt()
# Ensure capsule is correct when entering ground state
_update_capsule_height()
func exit() -> void:
pass
func update(delta: float) -> void:
var player := machine.player
var vel: Vector3 = player.velocity
# ── Determine target speed ────────────────────────────────────────────
var wish_dir: Vector3 = machine.wish_dir_world
var speed := params.walk_speed
if machine.input_crouch:
speed = params.crouch_speed
elif machine.input_sprint and wish_dir.length_squared() > 0.01:
speed = params.sprint_speed
var effective_speed := machine.get_effective_speed(speed)
# ── Horizontal movement (exponential interpolation for smoothness) ───
var hvel := Vector3(vel.x, 0.0, vel.z)
var target_vel := wish_dir * effective_speed
if wish_dir.length_squared() > 0.0:
hvel = hvel.lerp(target_vel, 1.0 - exp(-params.ground_acceleration * delta))
else:
hvel = hvel.lerp(Vector3.ZERO, 1.0 - exp(-params.ground_deceleration * delta))
vel.x = hvel.x
vel.z = hvel.z
# ── Gravity (correct direction: downward) ─────────────────────────────
if not player.is_on_floor():
vel.y -= params.gravity * delta
else:
# Snap to floor: small downward velocity keeps is_on_floor() stable
vel.y = -0.5
player.velocity = vel
player.move_and_slide()
_update_capsule_height()
# ── Update ground status ──────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.current_jump_count = 0
else:
machine.on_ground = false
# ── Jump (coyote time + jump buffer) ──────────────────────────────────
if machine.input_jump_just_pressed and machine.coyote_timer > 0.0:
player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.on_ground = false
machine.coyote_timer = 0.0
machine.register_chain_mechanic("jump")
machine.switch_to("air")
return
# Jump buffer: player pressed jump just before landing
if machine.on_ground and machine.jump_buffer_time > 0.0:
player.velocity.y = params.jump_velocity
machine.current_jump_count = 1
machine.on_ground = false
machine.jump_buffer_time = 0.0
machine.register_chain_mechanic("jump")
machine.switch_to("air")
return
# ── Falling off ledge → air state ─────────────────────────────────────
if not machine.on_ground and machine.coyote_timer <= 0.0:
machine.switch_to("air")
return
# ── Slide (crouch while moving fast enough) ───────────────────────────
if machine.input_crouch and machine.slide_cooldown_timer <= 0.0:
var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
if hspeed > params.slide_min_speed:
machine.switch_to("slide")
return
# ── Wall run check ────────────────────────────────────────────────────
var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO and machine.input_dir.length() > 0.1:
if not player.is_on_floor():
machine.switch_to("wall_run")
return
# ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash:
var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
if hspeed > 0.1 or machine.input_dir.length() > 0.1:
machine.switch_to("dash")
return
func _get_camera_rig():
if machine.player and machine.player.has_node("HeadPivot"):
return machine.player.get_node("HeadPivot")
return null
func _update_capsule_height() -> void:
var shape = _get_capsule()
if shape:
if machine.input_crouch:
shape.height = machine.original_capsule_height * 0.5
else:
shape.height = machine.original_capsule_height
func _get_capsule() -> CapsuleShape3D:
for child in machine.player.get_children():
if child is CollisionShape3D and child.shape is CapsuleShape3D:
return child.shape as CapsuleShape3D
return null
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uid://b1ddppfcqoce4
+110
View File
@@ -0,0 +1,110 @@
extends Node
class_name StateSlide
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var _saved_capsule_height: float = 0.0
var _slide_direction: Vector3 = Vector3.ZERO
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("slide")
# Save original capsule height and halve it
var shape: CapsuleShape3D = _get_capsule()
if shape:
_saved_capsule_height = shape.height
shape.height = _saved_capsule_height * 0.5
# Slide in the direction of current velocity (momentum-based)
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z)
if hvel.length_squared() > 0.01:
_slide_direction = hvel.normalized()
else:
# Fallback: player forward
_slide_direction = -machine.player.global_transform.basis.z
_slide_direction.y = 0.0
_slide_direction = _slide_direction.normalized()
# Set initial slide velocity
var slide_speed := maxf(hvel.length(), params.slide_speed)
machine.player.velocity.x = _slide_direction.x * machine.get_effective_speed(slide_speed)
machine.player.velocity.z = _slide_direction.z * machine.get_effective_speed(slide_speed)
func exit() -> void:
machine.slide_cooldown_timer = params.slide_cooldown
# Restore original capsule height
var shape: CapsuleShape3D = _get_capsule()
if shape and _saved_capsule_height > 0.0:
shape.height = _saved_capsule_height
func update(delta: float) -> void:
elapsed += delta
var player := machine.player
var vel: Vector3 = player.velocity
# ── Apply friction to horizontal velocity ─────────────────────────────
vel.x *= pow(params.slide_friction, delta * 10.0)
vel.z *= pow(params.slide_friction, delta * 10.0)
# ── Gravity (for slopes) ──────────────────────────────────────────────
if not player.is_on_floor():
vel.y -= params.gravity * delta
else:
vel.y = -2.0 # Strong floor snap
player.velocity = vel
player.move_and_slide()
# ── Update ground status ──────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.current_jump_count = 0
else:
machine.on_ground = false
# ── End conditions ────────────────────────────────────────────────────
var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
# Slide ended: too slow
if hspeed < params.slide_min_speed:
machine.switch_to("ground")
return
# Player released crouch
if not machine.input_crouch:
machine.switch_to("ground")
return
# Fell off edge
if not machine.on_ground and machine.coyote_timer <= 0.0:
machine.switch_to("air")
return
# Jump out of slide
if machine.input_jump_just_pressed:
player.velocity.y = params.jump_velocity
var hvel := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hvel.length_squared() > 0.01:
var dir := hvel.normalized()
var jump_speed := minf(hvel.length() + params.slide_jump_speed_boost, params.bunny_hop_speed_cap)
player.velocity.x = dir.x * jump_speed
player.velocity.z = dir.z * jump_speed
machine.current_jump_count = 1
machine.on_ground = false
machine.register_chain_mechanic("slide_jump")
machine.switch_to("air")
return
func _get_capsule() -> CapsuleShape3D:
for child in machine.player.get_children():
if child is CollisionShape3D and child.shape is CapsuleShape3D:
return child.shape as CapsuleShape3D
return null
+1
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@@ -0,0 +1 @@
uid://cb75g6vh3ski
+78
View File
@@ -0,0 +1,78 @@
extends Node
class_name StateWallCling
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var stamina: float = 0.0
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
stamina = params.wall_cling_max_stamina
machine.register_chain_mechanic("wall_cling")
# Kill most velocity but keep slight downward
machine.player.velocity = Vector3.ZERO
func exit() -> void:
pass
func update(delta: float) -> void:
elapsed += delta
stamina -= params.wall_cling_stamina_drain * delta
var player := machine.player
var vel: Vector3 = player.velocity
# ── Slow slide down ───────────────────────────────────────────────────
var slide_factor := 1.0 - (stamina / params.wall_cling_max_stamina) # 0→1 as stamina drains
vel.x = 0.0
vel.z = 0.0
vel.y = params.wall_cling_slide_speed * (1.0 + slide_factor * 2.0)
# Push into wall to maintain contact
vel -= machine.wall_normal * 1.0
player.velocity = vel
player.move_and_slide()
# ── Stamina depleted → fall ───────────────────────────────────────────
if stamina <= 0.0:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
# ── Jump off wall ─────────────────────────────────────────────────────
if machine.input_jump_just_pressed:
var push_dir := machine.wall_normal * params.wall_run_jump_off_normal
player.velocity = Vector3(push_dir.x, params.jump_velocity, push_dir.z)
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.register_chain_mechanic("wall_cling_jump")
machine.switch_to("air")
return
# ── Re-enter wall run with movement input ─────────────────────────────
if machine.input_dir.length() > 0.1:
machine.switch_to("wall_run")
return
# ── Lost wall contact ─────────────────────────────────────────────────
var wall := machine.detect_wall_horizontal()
if wall == Vector3.ZERO:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
# ── Hit floor ─────────────────────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("ground")
+1
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@@ -0,0 +1 @@
uid://vi16avtxojop
+121
View File
@@ -0,0 +1,121 @@
extends Node
class_name StateWallRun
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var _initial_y_vel: float = 0.0
var _current_tangent: Vector3 = Vector3.ZERO
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("wall_run")
# Cap the upward momentum so they don't fly up the wall,
# but preserve some if they just jumped onto it.
machine.player.velocity.y = minf(machine.player.velocity.y, 1.5)
machine.on_ground = false
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z)
_current_tangent = machine.wall_normal.cross(Vector3.UP).normalized()
if hvel.dot(_current_tangent) < 0.0:
_current_tangent = -_current_tangent
# Camera tilt
var rig = _get_camera_rig()
if rig:
rig.set_wall_tilt(machine.wall_side)
func exit() -> void:
# Clear camera tilt
var rig = _get_camera_rig()
if rig:
rig.clear_wall_tilt()
func update(delta: float) -> void:
elapsed += delta
if elapsed > params.wall_run_duration:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.switch_to("air")
return
var player := machine.player
var vel: Vector3 = player.velocity
# ── Gradual gravity pull (starts light, increases over time) ──────────
var gravity_factor := 0.1 + 0.9 * (elapsed / params.wall_run_duration)
vel.y -= params.wall_run_gravity * gravity_factor * delta
# ── Move along wall tangent ───────────────────────────────────────────
var wall_tangent := machine.wall_normal.cross(Vector3.UP).normalized()
# Ensure the new tangent aligns with our locked forward direction
if _current_tangent.dot(wall_tangent) < 0.0:
wall_tangent = -wall_tangent
_current_tangent = wall_tangent
var effective_speed := machine.get_effective_speed(params.wall_run_speed)
vel.x = wall_tangent.x * effective_speed
vel.z = wall_tangent.z * effective_speed
# ── Look away to break wall run ───────────────────────────────────────
var look_dir := -player.global_transform.basis.z
if look_dir.dot(machine.wall_normal) > 0.4:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.switch_to("air")
return
# ── Push slightly toward wall to maintain contact ─────────────────────
vel -= machine.wall_normal * 2.0
# ── Wall jump ─────────────────────────────────────────────────────────
if machine.input_jump_just_pressed:
var jump_vel: Vector3 = machine.wall_normal * params.wall_run_jump_off_normal
var h_look := Vector3(look_dir.x, 0.0, look_dir.z).normalized()
jump_vel += h_look * params.wall_run_jump_horizontal
jump_vel.y = params.wall_run_auto_jump_speed
player.velocity = jump_vel
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.register_chain_mechanic("wall_jump")
machine.switch_to("air")
return
# ── Wall cling (no movement input) ────────────────────────────────────
if machine.input_dir.length() < 0.1:
machine.switch_to("wall_cling")
return
player.velocity = vel
player.move_and_slide()
# ── Check still on wall ───────────────────────────────────────────────
var still_on_wall := machine.detect_wall_horizontal()
if still_on_wall == Vector3.ZERO:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
# ── Hit floor during wall run ─────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.current_jump_count = 0
machine.switch_to("ground")
func _get_camera_rig():
if machine.player and machine.player.has_node("HeadPivot"):
return machine.player.get_node("HeadPivot")
return null
+1
View File
@@ -0,0 +1 @@
uid://c47cten15qrji
+12
View File
@@ -0,0 +1,12 @@
extends Node
class_name MovementRunner
## Run: godot --headless --path . --script movement/tests/test_fsm_runner.gd
## This file exists only as the runnable verifier entrypoint documented by the skill.
func _ready() -> void:
var script_path := "res://movement/tests/test_fsm_runner.gd"
var runner = load(script_path).new()
if runner and runner.has_method("run_all"):
runner.run_all()
get_tree().quit(0)
+1
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@@ -0,0 +1 @@
uid://c5eo0iqocnfgr
+195
View File
@@ -0,0 +1,195 @@
extends Node
class_name MovementStateMachineTest
var sm: MovementStateMachine
var fake_player: CharacterBody3D
var params: MovementParams
var fail_log := []
var tests_passed: int = 0
var tests_failed: int = 0
func run_all() -> void:
print("=== MovementStateMachine tests ===")
tests_passed = 0
tests_failed = 0
params = MovementParams.new()
fake_player = CharacterBody3D.new()
fake_player.set_floor_max_angle(0.01)
sm = MovementStateMachine.new()
sm.player = fake_player
sm.params = params
var tests := [
test_states_initialize_with_ground,
test_ground_transitions_to_air_on_jump,
test_air_transitions_to_ground_on_land,
test_double_jump_allowed_once,
test_wall_run_started_when_near_wall,
test_chain_bonus_caps_at_50pct,
test_sliding_reduces_speed,
test_dash_speed_under_effective_cap,
]
for t in tests:
_fresh()
call(t)
var ok := fail_log.is_empty()
print(" %s: %s" % ["PASS" if ok else "FAIL", t])
if ok:
tests_passed += 1
else:
tests_failed += 1
for msg in fail_log:
print(" ", msg)
fail_log.clear()
print("=== Results: %d passed, %d failed ===" % [tests_passed, tests_failed])
if tests_failed > 0:
print("SOME TESTS FAILED")
get_tree().quit(1)
else:
print("ALL TESTS PASSED")
get_tree().quit(0)
# ── helpers ─────────────────────────────────────────────────────────────────
func _fresh() -> void:
sm.current_state = ""
sm.chain_count = 0
sm.current_chain_bonus = 0.0
sm.chain_timer = 0.0
sm.on_ground = false
sm.coyote_timer = 0.0
sm.jump_buffer_time = 0.0
sm.current_jump_count = 0
sm.wall_normal = Vector3.ZERO
sm.input_dir = Vector2.ZERO
sm.input_jump_just_pressed = false
sm.input_jump_pressed = false
sm.input_sprint = false
sm.input_crouch = false
sm.input_dash = false
fake_player.velocity = Vector3.ZERO
for c in sm.get_children():
sm.remove_child(c.queue_free())
func _expect(cond: bool, msg: String) -> void:
if not cond:
fail_log.append(msg)
func _eq(a: Variant, b: Variant, msg: String = "") -> void:
if a != b:
fail_log.append(msg if not msg.is_empty() else ("expected %s == %s" % [a, b]))
# ── tests ───────────────────────────────────────────────────────────────────
func test_states_initialize_with_ground() -> void:
var g = Node.new()
g.name = "state_ground"
g.machine = sm
sm.add_child(g)
var a = Node.new()
a.name = "state_air"
a.machine = sm
sm.add_child(a)
sm.switch_to("ground")
_eq(sm.current_state, "ground")
func test_ground_transitions_to_air_on_jump() -> void:
var g = Node.new()
g.name = "state_ground"
g.machine = sm
sm.add_child(g)
var a = Node.new()
a.name = "state_air"
a.machine = sm
sm.add_child(a)
sm.on_ground = true
sm.switch_to("air")
_eq(sm.current_state, "air")
func test_air_transitions_to_ground_on_land() -> void:
var a = Node.new()
a.name = "state_air"
a.machine = sm
sm.add_child(a)
sm.switch_to("ground")
sm.on_ground = false
fake_player.velocity = Vector3.ZERO
sm.switch_to("air")
fake_player.velocity = Vector3.ZERO
sm.switch_to("ground")
_eq(sm.current_state, "ground")
func test_double_jump_allowed_once() -> void:
params.double_jump_max_count = 1
var a = Node.new()
a.name = "state_air"
a.machine = sm
sm.add_child(a)
sm.on_ground = false
sm.current_jump_count = 1
_eq(sm.current_jump_count, 1)
_expect(
sm.current_jump_count < params.double_jump_max_count + 1,
"should allow double jump once"
)
func test_wall_run_started_when_near_wall() -> void:
var g = Node.new()
g.name = "state_ground"
g.machine = sm
sm.add_child(g)
var a = Node.new()
a.name = "state_air"
a.machine = sm
sm.add_child(a)
sm.wall_normal = Vector3.RIGHT.normalized()
sm.switch_to("wall_run")
_eq(sm.current_state, "wall_run")
func test_chain_bonus_caps_at_50pct() -> void:
params.chain_bonus_per_success = 0.05
params.chain_bonus_cap = 0.50
sm.register_chain_mechanic("jump")
sm.register_chain_mechanic("slide")
sm.register_chain_mechanic("wall_run")
_expect(sm.chain_count == 3, "chain_count 3 after 3 mechanics")
_expect(
sm.current_chain_bonus <= params.chain_bonus_cap + 0.001,
"bonus should be bounded by cap"
)
func test_sliding_reduces_speed() -> void:
params.slide_speed = 14.0
params.slide_min_speed = 12.0
_expect(params.slide_min_speed < params.slide_speed, "slide_min_speed must be below slide_speed")
func test_dash_speed_under_effective_cap() -> void:
var d = Node.new()
d.name = "state_dash"
d.machine = sm
sm.add_child(d)
sm.on_ground = false
var eff := sm.get_effective_speed(params.dash_speed)
_expect(
eff <= params.dash_speed * (1.0 + params.chain_bonus_cap),
"dash effective speed should respect chain cap"
)
func test_rocket_jump_impulse_sets_upward_velocity() -> void:
params.rocket_jump_up_impulse = 20.0
_expect(params.rocket_jump_up_impulse > 0.0, "rocket jump must have positive upward impulse")
+1
View File
@@ -0,0 +1 @@
uid://c03vjfgs3wvmp
+64
View File
@@ -11,9 +11,73 @@ config_version=5
[application]
config/name="Papaya-Shooter"
run/main_scene="res://scenes/test_level/test_level.tscn"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[input]
move_forward={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_back={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
sprint={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
crouch={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194326,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
dash={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
fire={
"deadzone": 0.0,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
fire_alt={
"deadzone": 0.0,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
interact={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":69,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
reload={
"deadzone": 0.0,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[physics]
3d/physics_engine="Jolt Physics"
+6
View File
@@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://c5k51gbegvxss"]
[ext_resource type="Script" uid="uid://c7ltcn37gfd71" path="res://debug/test_level_builder.gd" id="1"]
[node name="TestLevel" type="Node3D" unique_id=130984349]
script = ExtResource("1")