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
+32 -17
View File
@@ -33,24 +33,13 @@ pub use motion::{
};
use crate::{
AppState,
fighter::{
AppState, fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
},
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
manifest::FighterManifest,
state::{FighterState, fall::FallState},
visual::FighterAnimations,
},
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
stage::line::StageCollision,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -65,7 +54,30 @@ pub enum FighterFacingDirection {
Right,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeKind {
#[default]
Horizontal,
Vertical
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeRole {
#[default]
Attacker,
Receiver
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub struct FighterHitstopShake {
pub remaining_frames: u32,
pub total_frames: u32,
pub kind: FighterHitstopShakeKind,
pub role: FighterHitstopShakeRole
}
#[derive(Component, Default, Copy, Clone, Hash)]
#[require(FighterHitstopShake)]
pub struct FighterHitstop {
pub remaining_frames: u32,
}
@@ -120,7 +132,8 @@ pub struct FighterVisual;
FighterDamage,
FighterPendingHitReaction,
FighterHitstop,
FighterKnockbackVelocity
FighterKnockbackVelocity,
FighterTranslation,
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -230,6 +243,7 @@ impl Plugin for FighterPlugin {
.rollback_component_with_clone::<FighterState>()
.rollback_component_with_clone::<FighterHitboxes>()
.rollback_component_with_clone::<FighterBoneMatrices>()
.rollback_component_with_clone::<FighterHitstopShake>()
.checksum_component_with_hash::<FighterHitboxes>()
.rollback_component_with_clone::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterSolvedHurtboxes>()
@@ -299,8 +313,9 @@ pub fn spawn_fighter(
.id()
}
pub fn decay_hitstop(query: Query<&mut FighterHitstop>) {
for mut hitstop in query {
pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake)>) {
for (mut hitstop, mut hitstop_shake) in query {
hitstop.remaining_frames = hitstop.remaining_frames.saturating_sub(1);
hitstop_shake.remaining_frames = hitstop_shake.remaining_frames.saturating_sub(1);
}
}