Refactor loading
This commit is contained in:
@@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use crate::fighter::{*};
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use crate::fighter::*;
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pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
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velocity.y -= attributes.gravity;
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@@ -15,4 +15,4 @@ pub fn apply_air_motion(
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// Vertical velocity should be 0 on the ground
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prev_translation.0 = translation.0;
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translation.0 += velocity.0;
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}
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}
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+35
-27
@@ -3,13 +3,13 @@ use std::time::Duration;
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use bevy::prelude::*;
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use super::{FighterStateImpl, FighterStateContext, ground, run, wait, walk};
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use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
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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::ground::{GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::wait::WaitState;
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use crate::fighter::state::{FighterState};
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use crate::fighter::{FighterAttributes, FighterVelocity, collision};
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use crate::fighter::{FighterAttributes, FighterFacingDirection, FighterVelocity, collision};
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use crate::game_settings::GameSettings;
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use crate::input::{
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FighterCommands::{SmashMoveLeft, SmashMoveRight},
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@@ -20,33 +20,30 @@ use crate::math::int::FGi32;
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#[derive(Debug, Clone)]
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pub struct DashState {
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frames_in_dash: u32,
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direction: FGi32,
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ground_common: GroundedStateCommon
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direction: FighterFacingDirection,
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ground_common: GroundedStateCommon,
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}
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impl std::hash::Hash for DashState {
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fn hash<H: Hasher>(&self, state: &mut H) {
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self.direction.to_bits().hash(state);
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self.direction.hash(state);
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self.frames_in_dash.hash(state);
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}
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}
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impl DashState {
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pub fn new(direction: FGi32, ground_common: GroundedStateCommon) -> Self {
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pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
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Self {
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frames_in_dash: 0,
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direction,
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ground_common
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ground_common,
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}
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}
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}
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impl FighterStateImpl for DashState {
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const NAME: &'static str = "Dash";
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterState> {
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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if self.frames_in_dash > state_context.fighter_attribs.dash_duration {
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run::check_input(state_context, &self.ground_common)
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.or_else(|| walk::check_input(state_context, &self.ground_common))
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@@ -58,13 +55,20 @@ impl FighterStateImpl for DashState {
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} else {
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check_smash_input_with_dir(state_context)
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.filter(|dir| *dir != self.direction)
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.and_then(|dir| Some(FighterState::Dash(DashState::new(dir, self.ground_common.clone()))))
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.and_then(|dir| {
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Some(FighterState::Dash(DashState::new(
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dir,
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self.ground_common.clone(),
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)))
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})
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}
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}
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fn on_enter(&mut self, state_context: &mut FighterStateContext) {
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*state_context.facing_direction = self.direction;
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state_context.input.clear_buffer();
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state_context.velocity.x = state_context.fighter_attribs.dash_initial_velocity * self.direction;
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state_context.velocity.x =
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state_context.fighter_attribs.dash_initial_velocity * self.direction.to_sign();
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state_context.animation_transitions.play(
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&mut state_context.animation_player,
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@@ -72,14 +76,16 @@ impl FighterStateImpl for DashState {
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Duration::ZERO,
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);
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}
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fn update(&mut self, state_context: &mut FighterStateContext) {
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self.frames_in_dash += 1;
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info!("{}", self.frames_in_dash);
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let last_frame = state_context.input.get_last_frame();
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let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame, self.direction);
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let (accel, target_vel) = state_context
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.fighter_attribs
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.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
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let accel = ground::compute_ground_accel(
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accel,
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target_vel,
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@@ -100,11 +106,9 @@ impl FighterStateImpl for DashState {
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&mut self,
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state_context: &mut FighterStateContext,
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) -> Option<FighterState> {
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if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
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state_context,
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&mut self.ground_common,
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true
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) {
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if let GroundedMotionResult::InAir =
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ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
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{
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Some(FighterState::Fall(FallState))
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} else {
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None
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@@ -112,16 +116,20 @@ impl FighterStateImpl for DashState {
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}
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}
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fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FGi32> {
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fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FighterFacingDirection> {
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if state_context.input.has_command(SmashMoveLeft) {
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return Some(FGi32::NEG_ONE);
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return Some(FighterFacingDirection::Left);
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} else if state_context.input.has_command(SmashMoveRight) {
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return Some(FGi32::ONE);
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return Some(FighterFacingDirection::Right);
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} else {
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None
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}
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}
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pub fn check_input(state_context: &FighterStateContext, ground_common: &GroundedStateCommon) -> Option<FighterState> {
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check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
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pub fn check_input(
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state_context: &FighterStateContext,
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ground_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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check_smash_input_with_dir(state_context)
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.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
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}
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+12
-12
@@ -1,9 +1,9 @@
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use bevy::prelude::*;
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use super::{FighterStateImpl, FighterStateContext, ground, walk};
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use crate::fighter::state::{FighterState, air};
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use super::{FighterStateContext, FighterStateImpl, ground, walk};
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use crate::fighter::state::ground::GroundedStateCommon;
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use crate::fighter::state::wait::WaitState;
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use crate::fighter::state::{FighterState, air};
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use crate::fighter::{FighterAttributes, FighterVelocity, collision, motion};
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use crate::game_settings::GameSettings;
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use crate::stage::line::StageCollision;
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@@ -13,18 +13,19 @@ pub struct FallState;
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impl FighterStateImpl for FallState {
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const NAME: &'static str = "Fall";
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterState> {
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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None
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}
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fn on_enter(&mut self, _state_context: &mut super::FighterStateContext) {}
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fn update(&mut self, state_context: &mut super::FighterStateContext) {
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air::integrate_gravity(state_context.velocity, state_context.fighter_attribs);
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air::apply_air_motion(state_context.velocity, state_context.translation, state_context.prev_translation);
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air::apply_air_motion(
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state_context.velocity,
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state_context.translation,
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state_context.prev_translation,
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);
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}
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fn check_collision_interrupt(
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@@ -35,9 +36,9 @@ impl FighterStateImpl for FallState {
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// Adjust translation
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state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
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let grounded_common = GroundedStateCommon {
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current_line_id: res.line_id
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current_line_id: res.line_id,
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};
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Some(FighterState::Wait(WaitState { grounded_common } ))
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Some(FighterState::Wait(WaitState { grounded_common }))
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} else {
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None
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}
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@@ -52,4 +53,3 @@ pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState>
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}
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None
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}
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@@ -44,7 +44,7 @@ pub fn compute_ground_accel(
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} else {
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let mut accel = accel;
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let ground_max_horizontal_velocity =
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game_settings.figher_common.ground_max_horizontal_velocity;
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game_settings.fighter_common.ground_max_horizontal_velocity;
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if !(gr_vel * accel < FGi32::ZERO) {
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// accelerating, not reversing
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if accel > FGi32::ZERO {
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@@ -146,7 +146,7 @@ pub fn collide_with_stage_grounded(
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pub fn grounded_movement_common_interrupts(
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state_context: &FighterStateContext,
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ground_common: &GroundedStateCommon
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ground_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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super::jump::check_input(state_context, ground_common)
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}
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@@ -1,12 +1,13 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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fighter::state::{
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fighter::{animation::AnimKind, state::{
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FighterState, FighterStateContext, FighterStateImpl,
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fall::FallState,
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ground::{self, GroundedMotionResult, GroundedStateCommon},
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},
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input::FighterCommands,
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}}, input::FighterCommands,
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};
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pub enum JumpType {
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@@ -52,7 +53,7 @@ impl FighterStateImpl for JumpSquatState {
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state_context.fighter_attribs.ground_friction
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* state_context
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.game_settings
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.figher_common
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.fighter_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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state_context.fighter_attribs.ground_friction
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@@ -81,6 +82,17 @@ impl FighterStateImpl for JumpSquatState {
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None
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}
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}
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fn play_animation(
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&self,
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transitions: &mut AnimationTransitions,
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player: &mut AnimationPlayer,
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anims: &crate::fighter::visual::FighterAnimations,
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) {
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transitions.play(player, anims.clips[&AnimKind::JumpSquat], Duration::ZERO);
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}
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fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
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}
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impl FighterStateImpl for JumpState {
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@@ -99,7 +111,5 @@ pub fn check_input(
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state_context
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.input
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.has_command(FighterCommands::Jump)
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.then(|| FighterState::JumpSquat(JumpSquatState::create(
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ground_common.clone(),
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)))
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.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
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}
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@@ -9,7 +9,7 @@ use crate::fighter::animation::FighterAnimationPlayerLink;
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use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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FighterAttributes, FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
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FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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@@ -88,6 +88,7 @@ pub struct FighterStateContext<'a> {
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pub ecb: &'a mut FighterECB,
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pub prev_ecb: &'a mut FighterPreviousECB,
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pub fighter_attribs: &'a FighterAttributes,
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pub facing_direction: &'a mut FighterFacingDirection,
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pub game_settings: &'a GameSettings,
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pub stage_collision: &'a StageCollision,
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pub animations: &'a FighterAnimations,
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@@ -114,6 +115,7 @@ pub struct FighterFrameQuery {
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pub velocity: &'static mut FighterVelocity,
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pub ecb: &'static mut FighterECB,
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pub prev_ecb: &'static mut FighterPreviousECB,
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pub facing_direction: &'static mut FighterFacingDirection,
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pub attributes: &'static FighterAttributes,
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}
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@@ -133,6 +135,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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velocity: &mut self.velocity,
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ecb: &mut self.ecb,
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prev_ecb: &mut self.prev_ecb,
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facing_direction: &mut self.facing_direction,
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fighter_attribs: self.attributes,
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game_settings,
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stage_collision,
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+32
-24
@@ -2,7 +2,7 @@ use std::time::Duration;
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use bevy::prelude::*;
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use super::{FighterStateImpl, FighterStateContext, ground, wait, walk};
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use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
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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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@@ -14,34 +14,39 @@ use crate::math::int::FGi32;
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#[derive(Component, Debug, Clone, Hash)]
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pub struct RunState {
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pub grounded_common: GroundedStateCommon
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pub grounded_common: GroundedStateCommon,
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}
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impl FighterStateImpl for RunState {
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const NAME: &'static str = "Run";
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterState> {
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold {
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if input_frame.movement.x.abs()
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>= state_context.game_settings.input_common.run_stick_threshold
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{
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None
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} else {
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walk::check_input(state_context, &self.grounded_common).or_else(|| wait::check_input(state_context, &self.grounded_common))
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walk::check_input(state_context, &self.grounded_common)
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.or_else(|| wait::check_input(state_context, &self.grounded_common))
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}
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}
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fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
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state_context.animation_transitions.play(
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&mut state_context.animation_player,
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state_context.animations.clips[&AnimKind::Run],
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Duration::ZERO,
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).repeat();
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state_context
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.animation_transitions
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.play(
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&mut state_context.animation_player,
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state_context.animations.clips[&AnimKind::Run],
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Duration::ZERO,
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)
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.repeat();
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}
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fn update(&mut self, state_context: &mut super::FighterStateContext) {
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let last_frame = state_context.input.get_last_frame();
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let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
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let (accel, target_vel) = state_context
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.fighter_attribs
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.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
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let accel = ground::compute_ground_accel(
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accel,
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target_vel,
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@@ -62,11 +67,9 @@ impl FighterStateImpl for RunState {
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&mut self,
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state_context: &mut FighterStateContext,
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) -> Option<FighterState> {
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if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
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state_context,
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&mut self.grounded_common,
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false
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) {
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if let GroundedMotionResult::InAir =
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ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
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{
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Some(FighterState::Fall(FallState))
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} else {
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None
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@@ -74,11 +77,16 @@ impl FighterStateImpl for RunState {
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}
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}
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pub fn check_input(state_context: &FighterStateContext, ground_state_common: &GroundedStateCommon) -> Option<FighterState> {
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pub fn check_input(
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state_context: &FighterStateContext,
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ground_state_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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if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
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{
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return Some(FighterState::Run(RunState { grounded_common: ground_state_common.clone() }));
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return Some(FighterState::Run(RunState {
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grounded_common: ground_state_common.clone(),
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}));
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}
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None
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}
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}
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+14
-10
@@ -4,11 +4,11 @@ use bevy::prelude::*;
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use super::{FighterStateContext, FighterStateImpl, ground, walk};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::{FighterState, dash};
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{
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GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
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};
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use crate::fighter::state::{FighterState, dash};
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use crate::fighter::{FighterAttributes, FighterVelocity};
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use crate::game_settings::GameSettings;
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use crate::stage::line::StageLineID;
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@@ -21,17 +21,21 @@ 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: &FighterStateContext) -> Option<FighterState> {
|
||||
dash::check_input(state_context, &self.grounded_common).or_else(||
|
||||
grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
.or_else(|| walk::check_input(state_context, &self.grounded_common)))
|
||||
dash::check_input(state_context, &self.grounded_common).or_else(|| {
|
||||
grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
.or_else(|| walk::check_input(state_context, &self.grounded_common))
|
||||
})
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
state_context.animation_transitions.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Wait],
|
||||
Duration::ZERO,
|
||||
).repeat();
|
||||
state_context
|
||||
.animation_transitions
|
||||
.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Wait],
|
||||
Duration::ZERO,
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
@@ -40,7 +44,7 @@ impl FighterStateImpl for WaitState {
|
||||
state_context.fighter_attribs.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.figher_common
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_attribs.ground_friction
|
||||
|
||||
@@ -24,11 +24,14 @@ impl FighterStateImpl for WalkState {
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
state_context.animation_transitions.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Walk],
|
||||
Duration::ZERO,
|
||||
).repeat();
|
||||
state_context
|
||||
.animation_transitions
|
||||
.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Walk],
|
||||
Duration::ZERO,
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
|
||||
Reference in New Issue
Block a user