Feat/2 weapons foundation #6
@@ -57,10 +57,8 @@ func _process(delta: float) -> void:
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var hspeed := Vector2(player.velocity.x, player.velocity.z).length()
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# Dash FOV (highest priority)
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if hspeed > params.dash_speed * 0.8:
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if hspeed > params.walk_speed * 1.5:
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_target_fov = params.dash_fov
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elif hspeed > params.sprint_speed * 0.8:
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_target_fov = params.sprint_fov
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camera.fov = lerpf(camera.fov, _target_fov, 1.0 - exp(-params.fov_lerp_speed * delta))
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@@ -61,7 +61,6 @@ func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, n
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func _build_input_map() -> void:
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var bindings := {
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"jump": [KEY_SPACE],
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"sprint": [KEY_SHIFT],
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"crouch": [KEY_CTRL],
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"dash": [KEY_SHIFT],
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"fire": [MOUSE_BUTTON_LEFT],
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@@ -2,8 +2,7 @@ extends Resource
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class_name MovementParams
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# ── Ground ────────────────────────────────────────────────────────────────────
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@export var walk_speed: float = 7.0
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@export var sprint_speed: float = 11.0
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@export var walk_speed: float = 11.0
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@export var crouch_speed: float = 4.0
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@export var ground_friction: float = 10.0
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@export var ground_acceleration: float = 50.0
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@@ -82,7 +81,6 @@ class_name MovementParams
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# ── Camera ────────────────────────────────────────────────────────────────────
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@export var mouse_sensitivity: float = 0.002
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@export var base_fov: float = 90.0
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@export var sprint_fov: float = 100.0
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@export var dash_fov: float = 110.0
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@export var fov_lerp_speed: float = 10.0
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@export var head_bob_frequency: float = 12.0
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@@ -18,7 +18,6 @@ var input_dir: Vector2 = Vector2.ZERO
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var wish_dir_world: Vector3 = Vector3.ZERO
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var input_jump_pressed: bool = false
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var input_jump_just_pressed: bool = false
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var input_sprint: bool = false
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var input_crouch: bool = false
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var input_dash: bool = false
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@@ -46,7 +46,6 @@ func _physics_process(_delta: float) -> void:
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# Poll input in _physics_process so it's synchronized with the state machine tick
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sm.input_jump_just_pressed = Input.is_action_just_pressed("jump")
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sm.input_jump_pressed = Input.is_action_pressed("jump")
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sm.input_sprint = Input.is_action_pressed("sprint")
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sm.input_crouch = Input.is_action_pressed("crouch")
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sm.input_dash = Input.is_action_just_pressed("dash")
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@@ -58,8 +58,6 @@ func update(delta: float) -> void:
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var speed := params.walk_speed
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if machine.input_crouch:
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speed = params.crouch_speed
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elif machine.input_sprint and wish_dir.length_squared() > 0.01:
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speed = params.sprint_speed
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var effective_speed := machine.get_effective_speed(speed)
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# ── Horizontal movement (exponential interpolation for smoothness) ───
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