Make dashback more lenient

This commit is contained in:
2026-08-29 11:36:13 +02:00
parent dc8e4e93a5
commit 07834dcb08
10 changed files with 159 additions and 59 deletions
+6 -2
View File
@@ -4,7 +4,7 @@ use crate::fighter::collision;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::land::LandingState;
use crate::fighter::state::{FighterState, air, dash, jump, wait, walk};
use crate::fighter::state::{air, dash, jump, wait, walk, FighterState};
#[derive(Debug, Clone, Hash)]
pub struct TurnState {
@@ -80,9 +80,13 @@ pub fn check_input(
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
let smash_input_frame_threshold = state_context
.game_settings
.input_common
.smash_input_frame_threshold;
if !input_frame.movement.x.is_zero()
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
&& state_context.input.get_frames_in_smash_move_deadzone() > smash_input_frame_threshold
{
return Some(FighterState::Turn(TurnState {
grounded_common: grounded_common.clone(),