Files
Papay-Shooter/movement/states/state_wall_climb.gd
Nicholas ButzkeandClaude Fable 5 0ba14a9469 feat: overhaul movement for flow — momentum-preserving states, smooth crouch, landing feel
- Quake-style air-strafe accelerate (real speed gain from strafing; external
  speed from dash/rockets never clamped)
- Wall run: keeps entry momentum (incl. upward carry), accelerates along the
  wall instead of hard-setting velocity, gravity fades in over the run
- Slide: slope physics (gravity projected along floor accelerates downhill),
  flat-ground decel instead of multiplicative friction, entry boost, direct
  slide->wallrun and slide->dash transitions
- Dash: cooldown 10s -> 2s, per-player (was a static shared across instances),
  momentum fully kept on exit, FOV punch event
- Grapple: taut pendulum with active rope control (W reels in, S pays out),
  release keeps swing energy
- Wall climb: carries upward momentum in, jump-off kick, shared vault helper
- Crouch capsule: single owner in the machine, smoothly lerped, ceiling check;
  camera eye height follows via crouch factor (no more head snapping)
- Landing: machine emits 'land' events scaled by impact; camera dip + pitched
  down thud; footsteps get pitch variation
- Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse),
  slide roll tilt
- Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy
  landings, wall-run body lean (synced to remotes via synced_wall_side)

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 11:58:14 -04:00

112 lines
3.9 KiB
GDScript

extends Node
class_name StateWallClimb
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("wall_climb")
machine.on_ground = false
if machine.player.wallrun_player and not machine.player.wallrun_player.playing:
machine.player.wallrun_player.play()
# Carry existing upward momentum into the climb so jump→climb chains flow
var player := machine.player
player.velocity.y = maxf(player.velocity.y, params.wall_climb_speed)
var hvel := Vector3(player.velocity.x, 0.0, player.velocity.z)
player.velocity.x = hvel.x * 0.5
player.velocity.z = hvel.z * 0.5
func exit() -> void:
if machine.player.wallrun_player:
machine.player.wallrun_player.stop()
func update(delta: float) -> void:
elapsed += delta
var player := machine.player
if player.wallrun_player and not player.wallrun_player.playing:
player.wallrun_player.play()
# ── Time limit ────────────────────────────────────────────────────────
if elapsed > params.wall_climb_duration:
_detach()
return
# ── Look/Move away to transition to wall run ──────────────────────────
var look_dir := -player.global_transform.basis.z
var wish_dir := machine.wish_dir_world
var looking_towards := look_dir.dot(-machine.wall_normal) > 0.0
var moving_sideways := false
if wish_dir.length_squared() > 0.01:
moving_sideways = wish_dir.dot(-machine.wall_normal) <= cos(deg_to_rad(params.wall_climb_max_angle))
if not looking_towards or moving_sideways:
# We are looking away or moving sideways, transition to wall run
# The wall run state will figure out tangent and side
var wall_n = machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO:
machine.switch_to("wall_run")
return
else:
_detach()
return
# ── Jump off the wall (backward kick) ─────────────────────────────────
if machine.input_jump_just_pressed and machine.jump_cooldown_timer <= 0.0:
player.velocity = machine.wall_normal * params.wall_run_jump_off_normal
player.velocity.y = params.jump_velocity
machine.register_chain_mechanic("wall_jump")
machine.jump_cooldown_timer = params.jump_cooldown
machine.movement_event.emit("jump", {})
if player.jump_player:
player.jump_player.play()
_detach()
return
# ── Ledge Vault Check ─────────────────────────────────────────────────
var fwd_wall = machine.detect_wall_forward()
if not fwd_wall.hit:
# The forward lower ray missed, we fell off the wall completely
_detach()
return
if fwd_wall.is_short:
# The upper ray missed, meaning we reached the top of the wall!
machine.do_vault()
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
# ── Movement: ease out over the climb ─────────────────────────────────
var speed_factor: float = pow(maxf(0.0, 1.0 - (elapsed / params.wall_climb_duration)), 0.7)
player.velocity.y = params.wall_climb_speed * speed_factor
# Push slightly into the wall to maintain contact
player.velocity -= machine.wall_normal * 2.0
player.move_and_slide()
# ── Hit floor during wall climb (should be rare) ──────────────────────
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 _detach() -> void:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.can_wall_climb = false
machine.switch_to("air")