locomotion · git:20260912.07837c1 · 2026-09-12 · sha256 0056016ff21d95d9
locomotion git:20260912.07837c1A
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--- name: locomotion description: Ground and air movement independent of the combat clock. Tank-turn, strafe, twin-stick, analog 8-way, root-motion, climb-stamina. Coyote and jump buffer live here. --- # Locomotion Ask the column: | Column | Turn | Air | |---|---|---| | tank-turn | rotate then move | low | | strafe | camera-relative | medium | | twin-stick | face aim stick | medium | | analog-8way | snap or blend | high | | root-motion-driven | clip owns displacement | clip | | climb-stamina | same as ground | shared tank | ## Rules 1. Logic step owns velocity. Render interpolates. 2. Author accel and brake. Instant max-speed is a column, not a default. 3. Stairs and slopes use a ground probe, never y = 0. 4. Coyote and jump-buffer start at 4-8 frames at 60Hz — data, not law. 5. A shared stamina tank empties into slide or fall, not a freeze. 6. Turn-lock during attacks comes from action-feel, not from this skill. ## Accept - Releasing the stick stops inside the authored brake window - A jump pressed a few frames early still jumps on the platformer column - Climbing a readable slope fails into a fall, not a stuck pose