initial work on hitbox and hurtbox collisions

This commit is contained in:
2026-09-08 11:49:58 +02:00
parent bbd85a12c5
commit 71820a25dd
7 changed files with 271 additions and 116 deletions
+124 -8
View File
@@ -9,18 +9,50 @@ use bevy_ggrs::{PlayerInputs, Rollback};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::fighter::attack::AttackKind;
use crate::game_settings::GameSettings;
use crate::input::FighterInputFrame;
use crate::math::int::FGi32;
use crate::netcode::GGRSCfg;
use crate::player::Player;
#[derive(Clone, Copy, EnumIter, Debug)]
pub enum FighterCommands {
SmashMoveLeft,
SmashMoveRight,
Jump,
Shield,
Attack,
SmashMoveLeft,
SmashMoveRight,
}
#[derive(Default, Clone, Hash, Copy)]
pub enum FighterAttackCommandType {
#[default]
Neutral,
SmashAttackUp,
SmashAttackDown,
SmashAttackLeft,
SmashAttackRight,
TiltAttackUp,
TiltAttackDown,
TiltAttackLeft,
TiltAttackRight,
}
impl FighterAttackCommandType {
pub fn to_attack_kind_grounded(&self) -> AttackKind {
match self {
FighterAttackCommandType::Neutral => AttackKind::Jab,
FighterAttackCommandType::SmashAttackUp => AttackKind::UpSmash,
FighterAttackCommandType::SmashAttackDown => AttackKind::DownSmash,
FighterAttackCommandType::SmashAttackLeft => AttackKind::ForwardSmash,
FighterAttackCommandType::SmashAttackRight => AttackKind::ForwardSmash,
FighterAttackCommandType::TiltAttackUp => AttackKind::UpTilt,
FighterAttackCommandType::TiltAttackDown => AttackKind::DownTilt,
FighterAttackCommandType::TiltAttackLeft => AttackKind::ForwardTilt,
FighterAttackCommandType::TiltAttackRight => AttackKind::ForwardTilt,
}
}
}
/// Frames of life remaining for each buffered command. Indexed by
@@ -66,7 +98,9 @@ pub struct FighterInput {
command_lifetimes: FighterCommandLifetimes,
prev_frame: FighterInputFrame,
current_frame: FighterInputFrame,
frames_in_smash_move_deadzone: u8,
frames_in_x_flick_deadzone: u8,
frames_in_y_flick_deadzone: u8,
attack_command: FighterAttackCommandType,
}
impl FighterInput {
@@ -100,7 +134,15 @@ impl FighterInput {
}
pub fn get_frames_in_smash_move_deadzone(&self) -> u8 {
self.frames_in_smash_move_deadzone
self.frames_in_x_flick_deadzone
}
pub fn set_attack_command_type(&mut self, command: FighterAttackCommandType) {
self.attack_command = command;
}
pub fn get_attack_command_type(&self) -> FighterAttackCommandType {
self.attack_command
}
}
@@ -120,21 +162,35 @@ pub fn postprocess_input(
// Directional smash detection
let x_abs = input.current_frame.movement.x.abs();
let y_abs = input.current_frame.movement.y.abs();
let reset_deadzone = game_settings.input_common.smash_input_reset_axis_threshold;
let axis_threshold = game_settings.input_common.smash_input_axis_threshold;
let frame_threshold = game_settings.input_common.smash_input_frame_threshold;
if x_abs < reset_deadzone {
input.frames_in_smash_move_deadzone = 0xFE;
input.frames_in_x_flick_deadzone = 0xFE;
} else {
let prev_x_abs = input.prev_frame.movement.x.abs();
if prev_x_abs < reset_deadzone
|| input.prev_frame.movement.x.signum() != input.current_frame.movement.x.signum()
{
input.frames_in_smash_move_deadzone = 1;
input.frames_in_x_flick_deadzone = 1;
} else {
input.frames_in_smash_move_deadzone = input.frames_in_smash_move_deadzone.saturating_add(1);
input.frames_in_x_flick_deadzone = input.frames_in_x_flick_deadzone.saturating_add(1);
}
}
if y_abs < reset_deadzone {
input.frames_in_y_flick_deadzone = 0xFE;
} else {
let prev_y_abs = input.prev_frame.movement.y.abs();
if prev_y_abs < reset_deadzone
|| input.prev_frame.movement.y.signum() != input.current_frame.movement.y.signum()
{
input.frames_in_y_flick_deadzone = 1;
} else {
input.frames_in_y_flick_deadzone = input.frames_in_y_flick_deadzone.saturating_add(1);
}
}
@@ -159,7 +215,67 @@ pub fn postprocess_input(
);
}
if x_abs >= axis_threshold && input.frames_in_smash_move_deadzone <= frame_threshold {
if x_abs >= axis_threshold && input.frames_in_x_flick_deadzone <= frame_threshold {
input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight);
let command_to_set = if input.current_frame.movement.x > 0.0 {
FighterCommands::SmashMoveRight
} else {
FighterCommands::SmashMoveLeft
};
input.set_lifetime(command_to_set, game_settings.input_common.input_buffer_size);
}
let mut y_flick_detected = y_abs >= axis_threshold && input.frames_in_y_flick_deadzone <= frame_threshold;
let mut x_flick_detected = x_abs >= axis_threshold && input.frames_in_x_flick_deadzone <= frame_threshold;
// if both flicks are detected, only one wins
if x_flick_detected && y_flick_detected {
x_flick_detected = x_abs > y_abs;
y_flick_detected = !x_flick_detected;
}
let attack_detected = input.current_frame.attack && !input.prev_frame.attack;
// Tilt/smash up/down
if attack_detected {
let attack_type = if y_flick_detected {
if input.current_frame.movement.y > 0.0 {
FighterAttackCommandType::SmashAttackUp
} else {
FighterAttackCommandType::SmashAttackDown
}
} else if x_flick_detected {
if input.current_frame.movement.x > 0.0 {
FighterAttackCommandType::SmashAttackRight
} else {
FighterAttackCommandType::SmashAttackLeft
}
} else if x_abs > y_abs {
if input.current_frame.movement.x.is_positive() {
FighterAttackCommandType::TiltAttackRight
} else {
FighterAttackCommandType::TiltAttackLeft
}
} else if y_abs > x_abs {
if input.current_frame.movement.y.is_positive() {
FighterAttackCommandType::TiltAttackUp
} else {
FighterAttackCommandType::TiltAttackDown
}
} else {
FighterAttackCommandType::Neutral
};
input.set_lifetime(FighterCommands::Attack, game_settings.input_common.input_buffer_size);
input.set_attack_command_type(attack_type);
}
if x_flick_detected {
input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight);