Files
Papay-Shooter/input_map.cfg
T
Hermes 202f67fa32 feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states
- MovementStateMachine: core state machine base
- MovementParams: export-rich tunable resource
- StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop
- StateWallRun / StateWallCling: wall-based traversal with wall-jump off
- StateSlide: sprint-parallel slide with friction fallout
- StateDash: burst dash with momentum brake
- PlayerMovementController: entry point wiring to CharacterBody3D
- input_map.cfg: full action map reference file
- characters/player/player_base.tscn: placeholder scene
- movement/tests/test_fsm_runner.gd: 9-state unit test runner

Closes #1
2026-06-02 22:36:00 -04:00

115 lines
1.6 KiB
INI

; 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)