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
+43 -29
View File
@@ -1,38 +1,50 @@
use std::time::Duration;
use bevy::prelude::*;
use super::{FighterStateImpl, FighterStateContext, ground, walk};
use crate::fighter::state::FighterState;
use super::{FighterStateContext, FighterStateImpl, ground, walk};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{FighterState, dash};
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::ground::{
GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
};
use crate::fighter::{FighterAttributes, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::stage::line::StageLineID;
#[derive(Debug, Clone, Hash)]
pub struct WaitState {
pub grounded_common: GroundedStateCommon
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState> {
walk::check_input(state_context, &self.grounded_common)
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
dash::check_input(state_context, &self.grounded_common).or_else(||
grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common)))
}
fn on_enter(&mut self, _state_context: &mut super::FighterStateContext) {}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
state_context.animation_transitions.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Wait],
Duration::ZERO,
).repeat();
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let friction = if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
state_context.fighter_attribs.ground_friction
* state_context.game_settings
.figher_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
};
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
state_context.fighter_attribs.ground_friction
* state_context
.game_settings
.figher_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -44,16 +56,14 @@ impl FighterStateImpl for WaitState {
state_context.prev_translation,
);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
state_context,
&mut self.grounded_common,
false
) {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
@@ -61,12 +71,16 @@ impl FighterStateImpl for WaitState {
}
}
pub fn check_input(state_context: &FighterStateContext, ground_state_common: &GroundedStateCommon) -> Option<FighterState> {
pub fn check_input(
state_context: &FighterStateContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Wait(WaitState { grounded_common: ground_state_common.clone() }));
return Some(FighterState::Wait(WaitState {
grounded_common: ground_state_common.clone(),
}));
}
None
}