Start integrating asset loading and animations

This commit is contained in:
2026-08-26 16:33:00 +02:00
parent 73855ea354
commit 4ff388f9c0
23 changed files with 724 additions and 301 deletions
+105 -52
View File
@@ -1,7 +1,7 @@
//! Everything fighter-shaped: the components that describe a fighter, the
//! state machine that drives it, and the plugin that schedules it all.
use bevy::prelude::*;
use bevy::{ecs::name::HashedStr, prelude::*};
use bevy_egui::EguiPrimaryContextPass;
use bevy_ggrs::prelude::*;
@@ -12,6 +12,7 @@ pub mod debug;
pub mod ecb;
pub mod motion;
pub mod state;
pub mod visual;
// The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named
@@ -21,7 +22,18 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded};
use crate::{fighter::state::FighterState, schedule::GameplaySet, stage::line::StageCollision};
use crate::{
fighter::{
animation::animation_init,
state::{FighterState, fall::FallState},
visual::FighterAnimations,
},
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
stage::line::StageCollision,
};
use state::state_interrupt_system;
/// Owns fighter simulation, the rollback registrations for fighter
@@ -32,7 +44,7 @@ pub struct FighterPlugin;
#[derive(Component, Copy, Clone, Hash)]
pub enum FighterFacingDirection {
Left,
Right
Right,
}
#[derive(Component)]
@@ -41,56 +53,97 @@ pub struct FighterVisual;
impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
(
ecb::snapshot_fighter_ecb.before(state_interrupt_system),
animation::setup_fighter_animation_player,
state::state_interrupt_system,
)
.in_set(GameplaySet::Interrupt),
app.add_systems(
Update,
(animation_init, animation::setup_fighter_animation_player),
)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
(
ecb::snapshot_fighter_ecb.before(state_interrupt_system),
state::state_interrupt_system,
)
.add_systems(
GgrsSchedule,
(state::state_update_system,).in_set(GameplaySet::StateUpdate),
.in_set(GameplaySet::Interrupt),
)
.add_systems(
GgrsSchedule,
(state::state_update_system,).in_set(GameplaySet::StateUpdate),
)
/*.add_systems(
GgrsSchedule,
(motion::integrate_gravity, motion::apply_grounded_motion)
.chain()
.in_set(GameplaySet::Physics),
)*/
.add_systems(
GgrsSchedule,
state::state_collision_interrupt_system.in_set(GameplaySet::Collision),
)
.add_systems(
GgrsSchedule,
(
animation::apply_fighter_translation_to_visuals,
animation::apply_animation,
)
/*.add_systems(
GgrsSchedule,
(motion::integrate_gravity, motion::apply_grounded_motion)
.chain()
.in_set(GameplaySet::Physics),
)*/
.add_systems(
GgrsSchedule,
state::state_collision_interrupt_system.in_set(GameplaySet::Collision),
)
.add_systems(
GgrsSchedule,
(
animation::apply_fighter_translation_to_visuals,
animation::apply_animation,
)
.chain()
.in_set(GameplaySet::Animation),
)
// Rollback registration lives next to the systems that write these
// components; a component simulated here but missing from this list
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.rollback_component_with_copy::<ecb::FighterPreviousECB>()
.rollback_component_with_copy::<FighterVelocity>()
.rollback_component_with_copy::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterAttributes>()
.rollback_component_with_copy::<Grounded>()
.rollback_resource_with_reflect::<StageCollision>()
// Debug views.
.add_systems(FixedPostUpdate, debug::debug_draw_ecb)
.add_systems(EguiPrimaryContextPass, debug::fighter_debug)
.add_systems(EguiPrimaryContextPass, debug::update_config)
.rollback_component_with_clone::<FighterState>()
.checksum_component_with_hash::<FighterState>();
.chain()
.in_set(GameplaySet::Animation),
)
// Rollback registration lives next to the systems that write these
// components; a component simulated here but missing from this list
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.rollback_component_with_copy::<ecb::FighterPreviousECB>()
.rollback_component_with_copy::<FighterVelocity>()
.rollback_component_with_copy::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterAttributes>()
.rollback_component_with_copy::<Grounded>()
.rollback_resource_with_reflect::<StageCollision>()
// Debug views.
.add_systems(FixedPostUpdate, debug::debug_draw_ecb)
.add_systems(EguiPrimaryContextPass, debug::fighter_debug)
.add_systems(EguiPrimaryContextPass, debug::update_config)
.rollback_component_with_clone::<FighterState>()
.checksum_component_with_hash::<FighterState>();
}
}
pub fn spawn_fighter(
commands: &mut Commands,
animations: FighterAnimations,
visual_root: WorldAssetRoot,
) {
commands.spawn((
Name("Fighter".into()),
Player { handle: 0 },
FighterFacingDirection::Right,
FighterECB {
vertical_half: FGi32::lit("5.0"),
horizontal_half: FGi32::lit("2.5"),
},
FighterVelocity::default(),
FighterTranslation(FGVec2::lit("5.0", "12.5")),
FighterAttributes {
base_walk_accel: FGi32::lit("0.1"),
stick_walk_accel: FGi32::lit("0.16"),
max_walk_vel: FGi32::lit("0.7"),
ground_friction: FGi32::lit("0.09"),
dash_acceleration_duration: 13,
dash_duration: 24,
base_dash_accel: FGi32::lit("0.02"),
stick_dash_accel: FGi32::lit("0.065"),
max_dash_vel: FGi32::lit("1.1"),
jump_vertical_velocity: FGi32::lit("2.5"),
dash_initial_velocity: FGi32::lit("1.4"),
terminal_velocity: FGi32::lit("2.8"),
gravity: FGi32::lit("0.23"),
jumpsquat_duration: 4,
},
visual_root,
animations,
FighterState::Fall(FallState),
FighterVisual,
FighterInput::default(),
));
}