Make dashback more lenient
This commit is contained in:
@@ -3,7 +3,11 @@ use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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fighter::{FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
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fighter::{
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FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual,
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visual::FighterAnimations,
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},
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player::Player,
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};
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#[derive(Component)]
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@@ -26,7 +30,11 @@ pub struct FighterAnimationFrame {
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impl FighterAnimationFrame {
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pub const fn new(kind: AnimKind, repeat: bool) -> Self {
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Self { kind, frame: 0, repeat }
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Self {
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kind,
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frame: 0,
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repeat,
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}
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}
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pub fn reset(&mut self, kind: AnimKind, repeat: bool) {
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@@ -78,16 +86,28 @@ pub fn setup_fighter_animation_player(
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}
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}
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pub fn apply_animation(children: Query<(&mut Transform, &FighterFacingDirection, &FighterAnimationFrame), With<FighterVisual>>) {
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pub fn apply_animation(
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children: Query<
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(
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&mut Transform,
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&FighterFacingDirection,
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&FighterAnimationFrame,
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),
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With<FighterVisual>,
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>,
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) {
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for (mut trf, facing_direction, frame) in children {
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// Melee model scale is in decimeters
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trf.rotation = Quat::IDENTITY;
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if let AnimKind::Turn = frame.kind {
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trf.rotate_local_y(std::f32::consts::PI * -0.5 * facing_direction.to_sign().to_num::<f32>());
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trf.rotate_local_y(
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std::f32::consts::PI * -0.5 * facing_direction.to_sign().to_num::<f32>(),
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);
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} else {
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trf.rotate_local_y(std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>());
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trf.rotate_local_y(
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std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>(),
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);
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}
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}
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}
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@@ -40,7 +40,7 @@ pub struct FighterAttributes {
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pub air_dodge_duration: u32,
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pub air_dodge_velocity: FGi32,
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pub air_dodge_decay: FGi32
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pub air_dodge_decay: FGi32,
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}
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impl FighterAttributes {
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+13
-9
@@ -10,7 +10,10 @@ use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::{FighterManifest, FighterManifestRegistry};
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use crate::fighter::state::StateNameDebug;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation,
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FighterVelocity,
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};
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use crate::input::FighterInput;
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use crate::match_loading::MatchPlayer;
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@@ -45,26 +48,27 @@ pub fn fighter_debug(
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ui.label(format!("{:?}", vel));
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ui.label(format!("{:?}", input.get_last_frame()));
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});
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}
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Ok(())
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}
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pub fn animation_debug(
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query: Query<(
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&GlobalTransform,
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&FighterAnimationFrame,
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&FighterAnimations,
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)>,
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query: Query<(&GlobalTransform, &FighterAnimationFrame, &FighterAnimations)>,
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baked_anims: Res<Assets<BakedFighterAnimations>>,
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mut gizmos: Gizmos,
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) {
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for (global_transform, frame, anims) in query {
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let baked: &BakedFighterAnimations = baked_anims.get(&anims.baked).expect("Baked anims should be in");
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let baked: &BakedFighterAnimations = baked_anims
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.get(&anims.baked)
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.expect("Baked anims should be in");
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for bone in &baked.bone_names {
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let out = anims.sample_bone(&baked_anims, *frame, bone);
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if let Some(out) = out {
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let pos = global_transform.transform_point(Vec3::new(out.cols[3][0].to_num(), out.cols[3][1].to_num(), out.cols[3][2].to_num()));
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let pos = global_transform.transform_point(Vec3::new(
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out.cols[3][0].to_num(),
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out.cols[3][1].to_num(),
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out.cols[3][2].to_num(),
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));
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gizmos.cross(pos, 0.5, bevy::color::palettes::css::RED);
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}
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}
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+30
-6
@@ -36,10 +36,22 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
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impl FighterECB {
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pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
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let rel_up = trf.transform_point(Vec3::new(0.0, (self.vertical_half + self.vertical_half).to_num(), 0.0));
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let rel_up = trf.transform_point(Vec3::new(
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0.0,
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(self.vertical_half + self.vertical_half).to_num(),
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0.0,
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));
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let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
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let rel_left = trf.transform_point(Vec3::new((-self.horizontal_half).to_num(), self.vertical_half.to_num(), 0.0));
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let rel_right = trf.transform_point(Vec3::new(self.horizontal_half.to_num(), self.vertical_half.to_num(), 0.0));
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let rel_left = trf.transform_point(Vec3::new(
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(-self.horizontal_half).to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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let rel_right = trf.transform_point(Vec3::new(
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self.horizontal_half.to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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[rel_up, rel_right, rel_down, rel_left]
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}
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@@ -50,10 +62,22 @@ impl FighterECB {
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impl FighterPreviousECB {
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pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
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let rel_up = trf.transform_point(Vec3::new(0.0, (self.vertical_half + self.vertical_half).to_num(), 0.0));
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let rel_up = trf.transform_point(Vec3::new(
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0.0,
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(self.vertical_half + self.vertical_half).to_num(),
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0.0,
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));
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let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
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let rel_left = trf.transform_point(Vec3::new((-self.horizontal_half).to_num(), self.vertical_half.to_num(), 0.0));
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let rel_right = trf.transform_point(Vec3::new(self.horizontal_half.to_num(), self.vertical_half.to_num(), 0.0));
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let rel_left = trf.transform_point(Vec3::new(
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(-self.horizontal_half).to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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let rel_right = trf.transform_point(Vec3::new(
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self.horizontal_half.to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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[rel_up, rel_right, rel_down, rel_left]
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}
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+14
-5
@@ -7,8 +7,8 @@ use bevy_ggrs::prelude::*;
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use serde::{Deserialize, Serialize};
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pub mod animation;
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pub mod baked_animation;
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pub mod attributes;
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pub mod baked_animation;
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pub mod collision;
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pub mod debug;
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pub mod ecb;
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@@ -28,8 +28,16 @@ pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity
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use crate::{
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fighter::{
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animation::animation_init, manifest::FighterManifest, state::{FighterState, fall::FallState}, visual::FighterAnimations,
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}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, stage::line::StageCollision,
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animation::animation_init,
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manifest::FighterManifest,
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state::{FighterState, fall::FallState},
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visual::FighterAnimations,
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},
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input::FighterInput,
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math::{int::FGi32, vec::FGVec2},
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player::Player,
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schedule::GameplaySet,
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stage::line::StageCollision,
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};
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use state::state_interrupt_system;
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@@ -91,7 +99,7 @@ pub struct FighterVisual;
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#[derive(Component)]
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pub struct Fighter {
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id: FighterId,
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pub manifest: Handle<FighterManifest>
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pub manifest: Handle<FighterManifest>,
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}
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impl Plugin for FighterPlugin {
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@@ -174,7 +182,7 @@ pub fn spawn_fighter(
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},
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Fighter {
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id: manifest.1.id,
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manifest: manifest.0
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manifest: manifest.0,
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},
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FighterFacingDirection::Right,
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FighterECB {
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@@ -189,5 +197,6 @@ pub fn spawn_fighter(
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animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
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FighterVisual,
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FighterInput::default(),
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crate::camera::FighterCameraExtents::default(),
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));
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}
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@@ -4,7 +4,7 @@ use crate::fighter::collision;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::land::LandingState;
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use crate::fighter::state::{FighterState, air, dash, jump, wait, walk};
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use crate::fighter::state::{air, dash, jump, wait, walk, FighterState};
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#[derive(Debug, Clone, Hash)]
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pub struct TurnState {
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@@ -80,9 +80,13 @@ pub fn check_input(
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grounded_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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let smash_input_frame_threshold = state_context
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.game_settings
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.input_common
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.smash_input_frame_threshold;
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if !input_frame.movement.x.is_zero()
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&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
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&& state_context.input.get_frames_in_smash_move_deadzone() > smash_input_frame_threshold
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{
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return Some(FighterState::Turn(TurnState {
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grounded_common: grounded_common.clone(),
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@@ -18,20 +18,18 @@ pub struct WaitState {
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impl FighterStateImpl for WaitState {
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const NAME: &'static str = "Wait";
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) {
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Some(state)
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} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
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state_context,
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&self.grounded_common,
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) {
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// Prevent transitioning into myself
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&self.grounded_common)
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{
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// Don't transition into yourself
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if let FighterState::Wait(_) = state {
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None
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} else {
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Some(state)
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}
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} else if let Some(state) =
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ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
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{
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Some(state)
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} else {
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None
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}
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@@ -6,6 +6,7 @@ use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::FighterState;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::turn;
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use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
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#[derive(Debug, Clone, Hash)]
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@@ -16,7 +17,10 @@ pub struct WalkState {
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impl FighterStateImpl for WalkState {
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const NAME: &'static str = "Walk";
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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if let Some(state) =
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if let Some(state) = turn::check_input(state_context, &self.grounded_common) {
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return Some(state)
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}
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else if let Some(state) =
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ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
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{
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return Some(state);
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