Add the ability to respawn and improve controller port mapping (#72)
CI / build-and-test (push) Successful in 2m2s
CI / production-build (push) Successful in 12m18s

Reviewed-on: #72
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #72.
This commit is contained in:
2026-09-27 11:54:08 +00:00
committed by EIREXE
parent bb238d2cbc
commit 6f1d8a7706
15 changed files with 438 additions and 85 deletions
+11 -14
View File
@@ -1,22 +1,12 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -29,6 +19,7 @@ struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
match_state: MatchState,
}
#[derive(Clone)]
@@ -55,6 +46,7 @@ struct FighterCheckpoint {
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -99,10 +91,12 @@ pub(super) fn save_or_restore(world: &mut World) {
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
match_state,
});
info!("Saved debug game state");
return;
@@ -154,9 +148,11 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true;
}
@@ -188,6 +184,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
})
}