Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
CI / build-and-test (push) Successful in 2m3s
CI / production-build (push) Successful in 15m42s

Reviewed-on: #75
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #75.
This commit is contained in:
2026-09-28 15:44:50 +00:00
committed by EIREXE
parent ccf2657d29
commit 3af36c4bc8
14 changed files with 311 additions and 43 deletions
+4 -1
View File
@@ -2,7 +2,7 @@ use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState,
@@ -47,6 +47,7 @@ struct FighterCheckpoint {
bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -149,6 +150,7 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
@@ -185,6 +187,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
})
}