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
+38 -21
View File
@@ -1,6 +1,9 @@
use std::time::Duration;
use bevy::prelude::*;
use super::{FighterStateImpl, FighterStateContext, dash, ground, wait};
use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::{self, FighterState};
@@ -10,26 +13,37 @@ use crate::input::FighterInput;
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
pub grounded_common: GroundedStateCommon
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState> {
wait::check_input(state_context, &self.grounded_common).or_else(|| dash::check_input(state_context, &self.grounded_common))
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
wait::check_input(state_context, &self.grounded_common)
.or_else(|| dash::check_input(state_context, &self.grounded_common))
}
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
state_context.animation_transitions.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Walk],
Duration::ZERO,
).repeat();
}
fn update(&mut self, state_context: &mut FighterStateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_walk(&last_frame);
let (accel, target_vel) = state_context
.fighter_attribs
.get_accel_and_target_walk(&last_frame);
let accel =
ground::compute_ground_accel(accel, target_vel, state_context.velocity.x, state_context.fighter_attribs, &state_context.game_settings);
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
state_context.fighter_attribs,
&state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -39,16 +53,14 @@ impl FighterStateImpl for WalkState {
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
@@ -56,11 +68,16 @@ impl FighterStateImpl for WalkState {
}
}
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::Walk(WalkState { grounded_common: ground_state_common.clone() }));
return Some(FighterState::Walk(WalkState {
grounded_common: ground_state_common.clone(),
}));
}
None