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
+143 -70
View File
@@ -2,28 +2,27 @@
//! implements, the context they inspect, and the generic system that runs the
//! interrupt check. One state per submodule.
use bevy::ecs::component::Mutable;
use bevy::ecs::system::ScheduleSystem;
use bevy::ecs::query::QueryData;
use bevy::prelude::*;
use bevy_ggrs::{GgrsSchedule, RollbackApp};
use crate::fighter::animation::FighterAnimationPlayerLink;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterAttributes, FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
FighterAttributes, FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
use crate::schedule::GameplaySet;
use crate::stage::StagePoly;
use crate::stage::line::StageCollision;
pub mod air;
pub mod dash;
pub mod fall;
pub mod ground;
pub mod jump;
pub mod run;
pub mod wait;
pub mod walk;
pub mod fall;
pub mod air;
pub mod jump;
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
@@ -37,6 +36,10 @@ macro_rules! fighter_states {
pub fn check_interrupt(&self, ctx: &FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn play_animation(&self, transitions: &mut AnimationTransitions, player: &mut AnimationPlayer, anims: &FighterAnimations) {
match self { $(Self::$variant(s) => s.play_animation(transitions, player, anims)),* }
}
pub fn update(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
@@ -57,11 +60,15 @@ macro_rules! fighter_states {
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState>;
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState>;
fn play_animation(
&self,
_transitions: &mut AnimationTransitions,
_player: &mut AnimationPlayer,
_anims: &FighterAnimations,
) {
}
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn update(&mut self, _state_context: &mut FighterStateContext);
@@ -73,7 +80,7 @@ pub trait FighterStateImpl: Sized {
}
}
pub struct FighterStateContext<'a, 'w, 's> {
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a mut FighterInput,
@@ -82,9 +89,10 @@ pub struct FighterStateContext<'a, 'w, 's> {
pub prev_ecb: &'a mut FighterPreviousECB,
pub fighter_attribs: &'a FighterAttributes,
pub game_settings: &'a GameSettings,
pub entity: Entity,
pub stage_collision: &'a StageCollision,
pub gizmos: Option<&'a mut Gizmos<'w, 's>>,
pub animations: &'a FighterAnimations,
pub animation_player: &'a mut AnimationPlayer,
pub animation_transitions: &'a mut AnimationTransitions,
}
fighter_states! {
@@ -97,6 +105,54 @@ fighter_states! {
Jump => jump::JumpState
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub input: &'static mut FighterInput,
pub velocity: &'static mut FighterVelocity,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static mut FighterPreviousECB,
pub attributes: &'static FighterAttributes,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
animations: &'a FighterAnimations,
animation_player: &'a mut AnimationPlayer,
animation_transitions: &'a mut AnimationTransitions,
) -> FighterStateContext<'a> {
FighterStateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
input: &mut self.input,
velocity: &mut self.velocity,
ecb: &mut self.ecb,
prev_ecb: &mut self.prev_ecb,
fighter_attribs: self.attributes,
game_settings,
stage_collision,
animations,
animation_player,
animation_transitions,
}
}
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct StatefulFighterQuery {
pub entity: Entity,
pub state: &'static mut FighterState,
pub frame: FighterFrameQuery,
pub animations: &'static FighterAnimations,
pub animation_player_link: &'static FighterAnimationPlayerLink,
}
#[derive(Component)]
pub struct StateNameDebug(pub &'static str);
@@ -107,93 +163,110 @@ impl std::fmt::Display for StateNameDebug {
}
pub fn state_update_system(
query: Query<(Entity, &mut FighterState, &mut FighterTranslation, &mut FighterPreviousTranslation, &mut FighterInput, &mut FighterVelocity, &mut FighterECB, &mut FighterPreviousECB, &FighterAttributes)>,
mut query: Query<StatefulFighterQuery>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
mut gizmos: Gizmos,
) {
for (ent, mut state, mut translation, mut prev_translation, mut input, mut velocity, mut ecb, mut prev_ecb, attribs) in query {
let mut update_ctx = FighterStateContext {
translation: &mut translation,
prev_translation: &mut prev_translation,
input: &mut input,
velocity: &mut velocity,
ecb: &mut ecb,
prev_ecb: &mut prev_ecb,
fighter_attribs: &attribs,
game_settings: &game_settings,
entity: ent,
stage_collision: &stage_collision,
gizmos: Some(&mut gizmos),
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
animation_player_link,
..
} = fighter;
let Ok((mut animation_player, mut animation_transitions)) =
animation_players.get_mut(animation_player_link.player())
else {
continue;
};
let mut update_ctx = frame.context(
&game_settings,
&stage_collision,
animations,
&mut animation_player,
&mut animation_transitions,
);
state.update(&mut update_ctx);
}
}
pub fn state_interrupt_system (
query: Query<(Entity, &FighterState, &mut FighterTranslation, &mut FighterPreviousTranslation, &mut FighterInput, &mut FighterVelocity, &mut FighterECB, &mut FighterPreviousECB, &FighterAttributes)>,
pub fn state_interrupt_system(
mut query: Query<StatefulFighterQuery>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
mut commands: Commands,
) {
for (ent, state, mut translation, mut prev_translation, mut input, mut velocity, mut ecb, mut prev_ecb, attribs) in query {
let mut state_context = FighterStateContext {
translation: &mut translation,
prev_translation: &mut prev_translation,
input: &mut input,
velocity: &mut velocity,
ecb: &mut ecb,
prev_ecb: &mut prev_ecb,
fighter_attribs: &attribs,
game_settings: &game_settings,
entity: ent,
stage_collision: &stage_collision,
gizmos: None,
for fighter in &mut query {
let StatefulFighterQueryItem {
entity,
state,
mut frame,
animations,
animation_player_link,
} = fighter;
let Ok((mut animation_player, mut animation_transitions)) =
animation_players.get_mut(animation_player_link.player())
else {
continue;
};
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&mut animation_player,
&mut animation_transitions,
);
if let Some(new_state) = state.check_interrupt(&state_context) {
let mut new_state = new_state;
let old_state_name = state.name();
let new_state_name = new_state.name();
new_state.on_enter(&mut state_context);
commands.entity(ent).insert((
new_state,
StateNameDebug(new_state_name)
));
commands
.entity(entity)
.insert((new_state, StateNameDebug(new_state_name)));
info!("State {} -> {}", old_state_name, new_state_name);
}
}
}
pub fn state_collision_interrupt_system(
query: Query<(Entity, &mut FighterState, &mut FighterTranslation, &mut FighterPreviousTranslation, &mut FighterInput, &mut FighterVelocity, &mut FighterECB, &mut FighterPreviousECB, &FighterAttributes)>,
mut query: Query<StatefulFighterQuery>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
mut commands: Commands,
mut gizmos: Gizmos,
) {
for (ent, mut state, mut translation, mut prev_translation, mut input, mut velocity, mut ecb, mut prev_ecb, attribs) in query {
let mut state_context = FighterStateContext {
translation: &mut translation,
prev_translation: &mut prev_translation,
input: &mut input,
velocity: &mut velocity,
ecb: &mut ecb,
prev_ecb: &mut prev_ecb,
fighter_attribs: &attribs,
game_settings: &game_settings,
entity: ent,
stage_collision: &stage_collision,
gizmos: Some(&mut gizmos),
for fighter in &mut query {
let StatefulFighterQueryItem {
entity,
mut state,
mut frame,
animations,
animation_player_link,
} = fighter;
let Ok((mut animation_player, mut animation_transitions)) =
animation_players.get_mut(animation_player_link.player())
else {
continue;
};
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&mut animation_player,
&mut animation_transitions,
);
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
let mut new_state = new_state;
let old_state_name = state.name();
let new_state_name = new_state.name();
new_state.on_enter(&mut state_context);
commands.entity(ent).insert((
new_state,
StateNameDebug(new_state_name)
));
commands
.entity(entity)
.insert((new_state, StateNameDebug(new_state_name)));
info!("State {} -> {}", old_state_name, new_state_name);
}
}