Add the ability to respawn and improve controller port mapping (#72)
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:
@@ -0,0 +1,53 @@
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use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
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#[derive(Debug, Clone, Hash)]
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pub struct AngelState {
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frames_remaining: u32
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}
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impl AngelState {
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pub fn new(duration: u32) -> Self {
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Self {
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frames_remaining: duration
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}
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}
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}
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impl FighterStateImpl for AngelState {
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const NAME: &'static str = "Angel";
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fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
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let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
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let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
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if self.frames_remaining == 0 || moved_sideways || moved_vertically {
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Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
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} else {
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None
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}
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}
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fn update(&mut self, _state_context: &mut super::UpdateContext) {
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self.frames_remaining = self.frames_remaining.saturating_sub(1);
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}
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fn is_visually_grounded<'a>(&'a self) -> bool {
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false
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}
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fn on_enter(&mut self, state_context: &mut super::EnterContext) {
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state_context.play_animation(AnimKind::Wait, true);
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state_context.velocity.0 = FGVec2::ZERO;
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}
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fn check_collision_interrupt(
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&mut self,
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_state_context: &mut super::CollisionContext,
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) -> Option<super::FighterState> {
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None
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}
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
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}
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}
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