Refactor loading
This commit is contained in:
+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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