Implement fast falling (#44)
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Reviewed-on: #44
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #44.
This commit is contained in:
2026-09-18 22:23:03 +00:00
committed by EIREXE
parent 9f51207f48
commit 7269a1cb49
12 changed files with 123 additions and 55 deletions
+4 -8
View File
@@ -1,13 +1,9 @@
use crate::{
fighter::{
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, air, fall::FallState, land::LandingType,
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::LandingType,
},
},
input,
math::vec::FGVec2,
}, input, math::vec::FGVec2,
};
#[derive(Debug, Clone, Hash)]
@@ -20,7 +16,7 @@ impl FighterStateImpl for AirDodgeState {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState))
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
} else {
None
}