Implement hitstop shake (#42)
CI / build-and-test (push) Successful in 1m22s

Reviewed-on: #42
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #42.
This commit is contained in:
2026-09-18 11:56:53 +00:00
committed by EIREXE
parent b9f1a52bbc
commit 2b5af49e15
19 changed files with 201 additions and 57 deletions
+7 -14
View File
@@ -1,22 +1,12 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
animation::FighterAnimationFrame,
attack::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, player::Player, stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -48,6 +38,7 @@ struct FighterCheckpoint {
damage: FighterDamage,
pending_hit_reaction: FighterPendingHitReaction,
hitstop: FighterHitstop,
hitstop_shake: FighterHitstopShake,
knockback_velocity: FighterKnockbackVelocity,
stale_moves: FighterStaleMoveQueue,
hitboxes: FighterHitboxes,
@@ -146,6 +137,7 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.damage);
entity.insert(saved.pending_hit_reaction.clone());
entity.insert(saved.hitstop);
entity.insert(saved.hitstop_shake);
entity.insert(saved.knockback_velocity);
entity.insert(saved.stale_moves.clone());
entity.insert(saved.hitboxes.clone());
@@ -183,6 +175,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
damage: *fighter.get::<FighterDamage>()?,
pending_hit_reaction: fighter.get::<FighterPendingHitReaction>()?.clone(),
hitstop: *fighter.get::<FighterHitstop>()?,
hitstop_shake: *fighter.get::<FighterHitstopShake>()?,
knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),