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
+26 -6
View File
@@ -3,7 +3,11 @@ use std::time::Duration;
use bevy::prelude::*;
use crate::{
fighter::{FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
fighter::{
FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual,
visual::FighterAnimations,
},
player::Player,
};
#[derive(Component)]
@@ -26,7 +30,11 @@ pub struct FighterAnimationFrame {
impl FighterAnimationFrame {
pub const fn new(kind: AnimKind, repeat: bool) -> Self {
Self { kind, frame: 0, repeat }
Self {
kind,
frame: 0,
repeat,
}
}
pub fn reset(&mut self, kind: AnimKind, repeat: bool) {
@@ -78,16 +86,28 @@ pub fn setup_fighter_animation_player(
}
}
pub fn apply_animation(children: Query<(&mut Transform, &FighterFacingDirection, &FighterAnimationFrame), With<FighterVisual>>) {
pub fn apply_animation(
children: Query<
(
&mut Transform,
&FighterFacingDirection,
&FighterAnimationFrame,
),
With<FighterVisual>,
>,
) {
for (mut trf, facing_direction, frame) in children {
// Melee model scale is in decimeters
trf.rotation = Quat::IDENTITY;
if let AnimKind::Turn = frame.kind {
trf.rotate_local_y(std::f32::consts::PI * -0.5 * facing_direction.to_sign().to_num::<f32>());
trf.rotate_local_y(
std::f32::consts::PI * -0.5 * facing_direction.to_sign().to_num::<f32>(),
);
} else {
trf.rotate_local_y(std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>());
trf.rotate_local_y(
std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>(),
);
}
}
}
+1 -1
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@@ -40,7 +40,7 @@ pub struct FighterAttributes {
pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32
pub air_dodge_decay: FGi32,
}
impl FighterAttributes {
+13 -9
View File
@@ -10,7 +10,10 @@ use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::{FighterManifest, FighterManifestRegistry};
use crate::fighter::state::StateNameDebug;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity,
};
use crate::input::FighterInput;
use crate::match_loading::MatchPlayer;
@@ -45,26 +48,27 @@ pub fn fighter_debug(
ui.label(format!("{:?}", vel));
ui.label(format!("{:?}", input.get_last_frame()));
});
}
Ok(())
}
pub fn animation_debug(
query: Query<(
&GlobalTransform,
&FighterAnimationFrame,
&FighterAnimations,
)>,
query: Query<(&GlobalTransform, &FighterAnimationFrame, &FighterAnimations)>,
baked_anims: Res<Assets<BakedFighterAnimations>>,
mut gizmos: Gizmos,
) {
for (global_transform, frame, anims) in query {
let baked: &BakedFighterAnimations = baked_anims.get(&anims.baked).expect("Baked anims should be in");
let baked: &BakedFighterAnimations = baked_anims
.get(&anims.baked)
.expect("Baked anims should be in");
for bone in &baked.bone_names {
let out = anims.sample_bone(&baked_anims, *frame, bone);
if let Some(out) = out {
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()));
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(),
));
gizmos.cross(pos, 0.5, bevy::color::palettes::css::RED);
}
}
+30 -6
View File
@@ -36,10 +36,22 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(0.0, (self.vertical_half + self.vertical_half).to_num(), 0.0));
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new((-self.horizontal_half).to_num(), self.vertical_half.to_num(), 0.0));
let rel_right = trf.transform_point(Vec3::new(self.horizontal_half.to_num(), self.vertical_half.to_num(), 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
}
@@ -50,10 +62,22 @@ impl FighterECB {
impl FighterPreviousECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(0.0, (self.vertical_half + self.vertical_half).to_num(), 0.0));
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new((-self.horizontal_half).to_num(), self.vertical_half.to_num(), 0.0));
let rel_right = trf.transform_point(Vec3::new(self.horizontal_half.to_num(), self.vertical_half.to_num(), 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
}
+14 -5
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@@ -7,8 +7,8 @@ use bevy_ggrs::prelude::*;
use serde::{Deserialize, Serialize};
pub mod animation;
pub mod baked_animation;
pub mod attributes;
pub mod baked_animation;
pub mod collision;
pub mod debug;
pub mod ecb;
@@ -28,8 +28,16 @@ pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity
use crate::{
fighter::{
animation::animation_init, manifest::FighterManifest, state::{FighterState, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, stage::line::StageCollision,
animation::animation_init,
manifest::FighterManifest,
state::{FighterState, fall::FallState},
visual::FighterAnimations,
},
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -91,7 +99,7 @@ pub struct FighterVisual;
#[derive(Component)]
pub struct Fighter {
id: FighterId,
pub manifest: Handle<FighterManifest>
pub manifest: Handle<FighterManifest>,
}
impl Plugin for FighterPlugin {
@@ -174,7 +182,7 @@ pub fn spawn_fighter(
},
Fighter {
id: manifest.1.id,
manifest: manifest.0
manifest: manifest.0,
},
FighterFacingDirection::Right,
FighterECB {
@@ -189,5 +197,6 @@ pub fn spawn_fighter(
animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
FighterVisual,
FighterInput::default(),
crate::camera::FighterCameraExtents::default(),
));
}
+6 -2
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@@ -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(),
+6 -8
View File
@@ -18,20 +18,18 @@ pub struct WaitState {
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) {
Some(state)
} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
state_context,
&self.grounded_common,
) {
// Prevent transitioning into myself
&self.grounded_common)
{
// Don't transition into yourself
if let FighterState::Wait(_) = state {
None
} else {
Some(state)
}
} else if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
Some(state)
} else {
None
}
+5 -1
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@@ -6,6 +6,7 @@ use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::turn;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
#[derive(Debug, Clone, Hash)]
@@ -16,7 +17,10 @@ pub struct WalkState {
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) =
if let Some(state) = turn::check_input(state_context, &self.grounded_common) {
return Some(state)
}
else if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
return Some(state);
+5 -1
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@@ -94,6 +94,10 @@ impl FighterInput {
pub fn reduce_command_lifetime(&mut self, command: FighterCommands) {
self.command_lifetimes[command] = self.command_lifetimes[command].saturating_sub(1);
}
pub fn get_frames_in_smash_move_deadzone(&self) -> u8 {
self.frames_in_smash_move_deadzone
}
}
/// Turns this frame's rolled-back inputs into per-fighter [`FighterInput`]
@@ -124,7 +128,7 @@ pub fn postprocess_input(
if prev_x_abs < reset_deadzone
|| input.prev_frame.movement.x.signum() != input.current_frame.movement.x.signum()
{
input.frames_in_smash_move_deadzone = 0;
input.frames_in_smash_move_deadzone = 1;
} else {
input.frames_in_smash_move_deadzone = input.frames_in_smash_move_deadzone.saturating_add(1);
}
+52 -19
View File
@@ -2,37 +2,62 @@ use std::collections::HashMap;
use bevy_asset_loader::asset_collection::AssetCollection;
use serde::{Deserialize, Serialize};
use strum_macros::{EnumIter};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState, game_settings::GameSettings, math::{int::FGi32, vec::FGVec2}, stage::{StagePoly, line::{StageCollision, StagePolyLineSegmentType, StagePolyType}},
AppState,
game_settings::GameSettings,
math::{int::FGi32, vec::FGVec2},
stage::{
StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
},
};
use bevy::prelude::*;
/// Per-stage presentation tuning for the standard match camera.
///
/// Values use gameplay world units on the XY plane
/// Spatial values use gameplay world units on the XY plane. Angle values use
/// degrees
#[derive(Component, Serialize, Deserialize, Clone, Reflect)]
#[reflect(opaque)]
pub struct StageCameraProfile {
/// World-space left edge of the camera range.
pub left: f32,
/// World-space right edge of the camera range.
pub right: f32,
/// World-space bottom edge of the camera range.
pub bottom: f32,
/// World-space top edge of the camera range.
pub top: f32,
/// Neutral focus point used for empty framing and dynamic pan calculations.
pub origin: Vec2,
/// Vertical perspective field of view for the standard match camera.
pub vertical_fov_degrees: f32,
/// Nearest allowed positive Z distance from the gameplay plane.
pub min_depth: f32,
/// Farthest allowed positive Z distance from the gameplay plane.
pub max_depth: f32,
/// Multiplies fighter camera extents after the player-count scale.
pub subject_scale: f32,
/// Multiplies the facing-forward horizontal fighter camera extent.
pub fighter_forward_extent_scale: f32,
/// Multiplies the standard camera's interest and eye follow speeds.
pub tracking_smoothness: f32,
pub vertical_tilt_degrees: f32,
pub horizontal_pan_coefficient: f32,
pub vertical_pan_coefficient: f32,
/// Constant vertical pitch added after dynamic vertical pan is clamped.
pub vertical_pan_degrees: f32,
/// Dynamic horizontal pan in degrees for every world unit from 0,0
pub horizontal_pan_degrees_per_unit: f32,
/// Dynamic vertical pan in degrees for every world unit from the vertical reference line
pub vertical_pan_degrees_per_unit: f32,
/// Symmetric limit on dynamic horizontal pan, before any other adjustment.
pub max_horizontal_pan_degrees: f32,
/// Maximum upward dynamic vertical pan, before constant pitch is added.
pub max_upward_pan_degrees: f32,
/// Magnitude of the maximum downward dynamic vertical pan, before constant
/// pitch is added.
pub max_downward_pan_degrees: f32,
pub max_downward_expansion: f32,
}
#[derive(Reflect, Serialize, Deserialize, Copy, Clone, Eq, PartialEq, Hash, Debug, EnumIter)]
@@ -101,7 +126,6 @@ fn fail(next_state: &mut NextState<AppState>, message: &str) {
next_state.set(AppState::CommonAssetLoadFailed);
}
pub fn prepare_stage_manifests(
mut commands: Commands,
handles: Res<StageManifestAssets>,
@@ -154,13 +178,13 @@ pub fn prepare_stage_manifests(
impl StageManifest {
pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self.polygons.iter().map(|def| {
StagePoly::build(def.poly_type, &def.lines)
}).collect();
let stage_polys: Vec<StagePoly> = self
.polygons
.iter()
.map(|def| StagePoly::build(def.poly_type, &def.lines))
.collect();
StageCollision {
stage_polys
}
StageCollision { stage_polys }
}
}
@@ -175,24 +199,33 @@ impl StageCameraProfile {
&& self.min_depth.is_finite()
&& self.max_depth.is_finite()
&& self.subject_scale.is_finite()
&& self.fighter_forward_extent_scale.is_finite()
&& self.tracking_smoothness.is_finite()
&& self.vertical_tilt_degrees.is_finite()
&& self.horizontal_pan_coefficient.is_finite()
&& self.vertical_pan_coefficient.is_finite()
&& self.vertical_pan_degrees.is_finite()
&& self.horizontal_pan_degrees_per_unit.is_finite()
&& self.vertical_pan_degrees_per_unit.is_finite()
&& self.max_horizontal_pan_degrees.is_finite()
&& self.max_upward_pan_degrees.is_finite()
&& self.max_downward_pan_degrees.is_finite()
&& self.max_downward_expansion.is_finite()
&& self.left < self.right
&& self.bottom < self.top
&& (self.left..=self.right).contains(&self.origin.x)
&& (self.bottom..=self.top).contains(&self.origin.y)
&& (0.0..180.0).contains(&self.vertical_fov_degrees)
&& self.min_depth > 0.0
&& self.min_depth <= self.max_depth
&& self.subject_scale > 0.0
&& self.fighter_forward_extent_scale > 0.0
&& self.tracking_smoothness >= 0.0
&& self.max_horizontal_pan_degrees >= 0.0
&& self.max_upward_pan_degrees >= 0.0
&& self.max_downward_pan_degrees >= 0.0
&& self.max_downward_expansion >= 0.0
&& self.vertical_fov_degrees * 0.5 + self.max_horizontal_pan_degrees < 90.0
&& self.vertical_fov_degrees * 0.5
+ self.vertical_pan_degrees.abs()
+ self
.max_upward_pan_degrees
.max(self.max_downward_pan_degrees)
< 90.0
}
}