Make dashback configurable, fix movement bugs, add double jump forward and back.
This commit is contained in:
@@ -73,8 +73,10 @@ pub enum AnimKind {
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JumpSquat,
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JumpForward,
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JumpBack,
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DoubleJump,
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DoubleJumpForward,
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DoubleJumpBack,
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Landing,
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LandingSpecial,
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AirDodge,
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Fall,
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Turn,
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@@ -32,6 +32,7 @@ pub struct FighterAttributes {
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pub air_acceleration_base: FGi32,
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pub air_acceleration_stick: FGi32,
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pub max_air_horizontal_velocity: FGi32,
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pub air_drift_max: FGi32,
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pub ground_friction: FGi32,
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pub terminal_velocity: FGi32,
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+82
-24
@@ -19,31 +19,23 @@ pub fn apply_air_drift(
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}
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} else {
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let target_velocity =
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input.get_last_frame().movement.x.signum() * attribs.max_air_horizontal_velocity;
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let acceleration =
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input.get_last_frame().movement.x.signum() * attribs.air_acceleration_base;
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input.get_last_frame().movement.x * attribs.air_drift_max;
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let mut acceleration =
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acceleration + input.get_last_frame().movement.x * attribs.air_acceleration_stick;
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let velocity_x = velocity.x;
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if !(velocity_x * acceleration < FGi32::ZERO) {
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if acceleration > FGi32::ZERO {
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if velocity_x + acceleration > target_velocity {
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acceleration = -attribs.air_friction;
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if velocity_x + acceleration < target_velocity {
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acceleration = target_velocity - velocity_x;
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}
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if velocity_x + acceleration > attribs.max_air_horizontal_velocity {
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acceleration = attribs.max_air_horizontal_velocity - velocity_x;
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}
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}
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} else if velocity_x + acceleration < target_velocity {
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acceleration = attribs.air_friction;
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if velocity_x + acceleration > target_velocity {
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acceleration = target_velocity - velocity_x;
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}
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if velocity_x + acceleration < -attribs.max_air_horizontal_velocity {
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acceleration = -attribs.max_air_horizontal_velocity - velocity_x;
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}
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input.get_last_frame().movement.x.signum() * attribs.air_acceleration_base + input.get_last_frame().movement.x * attribs.air_acceleration_stick;
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// Acceleration opposes velocity
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if acceleration * velocity.x < 0 {
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// do nothing
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} else {
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let predicted_vel = velocity.x + acceleration;
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let will_go_past = predicted_vel.abs() > target_velocity.abs();
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if velocity.x.abs() < target_velocity.abs() && will_go_past {
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// Prevent overshoot
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acceleration = target_velocity - velocity.x
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} else if velocity.x.abs() > target_velocity.abs() {
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let diff = (velocity.x - target_velocity).abs();
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acceleration = velocity.x.signum() * (-(attribs.air_friction).min(diff));
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}
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}
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@@ -60,3 +52,69 @@ pub fn apply_air_motion(
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prev_translation.0 = translation.0;
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translation.0 += velocity.0;
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::{
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input::{FighterInput, FighterInputFrame},
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math::vec::FGVec2,
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};
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fn test_attributes() -> FighterAttributes {
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FighterAttributes {
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base_walk_accel: FGi32::ZERO,
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stick_walk_accel: FGi32::ZERO,
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max_walk_vel: FGi32::ZERO,
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dash_acceleration_duration: 0,
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dash_duration: 0,
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dash_initial_velocity: FGi32::ZERO,
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base_dash_accel: FGi32::ZERO,
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stick_dash_accel: FGi32::ZERO,
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max_dash_vel: FGi32::ZERO,
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jumpsquat_duration: 0,
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short_hop_vertical_velocity: FGi32::ZERO,
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full_jump_vertical_velocity: FGi32::ZERO,
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jump_horizontal_velocity: FGi32::ZERO,
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air_jump_multiplier: FGi32::ZERO,
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air_jump_horizontal_velocity: FGi32::ZERO,
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landing_iasa: 0,
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landing_duration: 0,
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air_acceleration_base: FGi32::ZERO,
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air_acceleration_stick: FGi32::ZERO,
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max_air_horizontal_velocity: FGi32::lit("1.2"),
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air_drift_max: FGi32::lit("1.2"),
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ground_friction: FGi32::ZERO,
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terminal_velocity: FGi32::ZERO,
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gravity: FGi32::ZERO,
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weight: FGi32::lit("1"),
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air_friction: FGi32::lit("0.001"),
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air_dodge_duration: 0,
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air_dodge_velocity: FGi32::ZERO,
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air_dodge_decay: FGi32::ZERO,
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}
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}
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#[test]
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fn zero_air_acceleration_is_symmetric() {
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let attributes = test_attributes();
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let mut right_input = FighterInput::default();
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right_input.push_input_frame(FighterInputFrame {
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movement: FGVec2::new(FGi32::ONE, FGi32::ZERO),
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..default()
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});
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let mut left_input = FighterInput::default();
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left_input.push_input_frame(FighterInputFrame {
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movement: FGVec2::new(-FGi32::ONE, FGi32::ZERO),
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..default()
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});
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let mut right_velocity = FighterVelocity(FGVec2::ZERO);
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let mut left_velocity = FighterVelocity(FGVec2::ZERO);
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apply_air_drift(&mut right_velocity, &attributes, &right_input);
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apply_air_drift(&mut left_velocity, &attributes, &left_input);
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assert_eq!(right_velocity.x, FGi32::ZERO);
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assert_eq!(left_velocity.x, FGi32::ZERO);
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}
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}
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@@ -1,14 +1,9 @@
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use crate::{
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fighter::{
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animation::AnimKind,
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collision,
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state::{
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FighterState, FighterStateContext, FighterStateImpl, air, fall::FallState,
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ground::GroundedStateCommon, land::LandingState,
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animation::AnimKind, collision, state::{
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FighterState, FighterStateContext, FighterStateImpl, air, fall::FallState, ground::GroundedStateCommon, land::{LandingState, LandingType},
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},
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},
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input,
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math::vec::FGVec2,
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}, input, math::vec::FGVec2,
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};
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#[derive(Debug, Clone, Hash)]
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@@ -47,7 +42,7 @@ impl FighterStateImpl for AirDodgeState {
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let grounded_common = GroundedStateCommon {
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current_line_id: res.line_id,
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};
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Some(FighterState::Land(LandingState { grounded_common }))
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Some(FighterState::Land(LandingState { grounded_common, landing_type: LandingType::Special }))
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} else {
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None
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}
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@@ -2,7 +2,7 @@ use super::{FighterStateContext, FighterStateImpl};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::collision;
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use crate::fighter::state::ground::GroundedStateCommon;
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use crate::fighter::state::land::LandingState;
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use crate::fighter::state::land::{LandingState, LandingType};
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use crate::fighter::state::{FighterState, air, jump};
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#[derive(Debug, Clone, Copy, Hash)]
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@@ -45,7 +45,7 @@ impl FighterStateImpl for FallState {
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let grounded_common = GroundedStateCommon {
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current_line_id: res.line_id,
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};
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Some(FighterState::Land(LandingState { grounded_common }))
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Some(FighterState::Land(LandingState::create(grounded_common, LandingType::Normal)))
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} else {
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None
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}
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+218
-39
@@ -9,9 +9,9 @@ use crate::fighter::{
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FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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use crate::math::int::FGi32;
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use crate::math::int::{FGWide, FGi32};
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use crate::math::vec::FGVec2;
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use crate::stage::line::{StageLineID, StagePolyLineSegmentType};
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use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
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use bevy::prelude::*;
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@@ -74,6 +74,85 @@ pub enum GroundedMotionResult {
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InAir,
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}
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enum GroundedPositionResult {
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InGround {
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point: FGVec2,
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segment_idx: usize,
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blocked: bool,
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},
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InAir,
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}
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fn is_walkable_floor(segment: &StagePolyLineSegment) -> bool {
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segment.segment_type == StagePolyLineSegmentType::Floor && segment.normal.y > FGi32::ZERO
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}
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fn resolve_grounded_position(
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stage_poly: &StagePoly,
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starting_segment_idx: usize,
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point: FGVec2,
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can_walk_off: bool,
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) -> GroundedPositionResult {
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let mut segment_idx = starting_segment_idx;
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// A single frame can cross several short connected segments. The bound also
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// prevents malformed closed polygons from cycling forever.
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for _ in 0..stage_poly.segments.len() {
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let Some(segment) = stage_poly.get_segment(segment_idx) else {
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return GroundedPositionResult::InAir;
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};
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if !is_walkable_floor(segment) {
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return GroundedPositionResult::InAir;
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}
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let segment_vector = segment.segment.point2() - segment.segment.point1();
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let projection = segment_vector.dot(point - segment.segment.point1());
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let length_squared = segment_vector.length_squared();
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let (next_segment_idx, edge_point) = if projection < FGWide::ZERO {
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(
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stage_poly.get_prev_segment_index(segment_idx),
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segment.segment.point1(),
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)
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} else if projection > length_squared {
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(
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stage_poly.get_next_segment_index(segment_idx),
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segment.segment.point2(),
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)
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} else {
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let projected_point = segment.segment.point1()
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+ (point - segment.segment.point1()).project_onto(segment.segment.direction());
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return GroundedPositionResult::InGround {
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point: projected_point,
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segment_idx,
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blocked: false,
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};
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};
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if let Some(next_segment_idx) = next_segment_idx
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&& next_segment_idx != segment_idx
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&& stage_poly
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.get_segment(next_segment_idx)
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.is_some_and(is_walkable_floor)
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{
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segment_idx = next_segment_idx;
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continue;
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}
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return if can_walk_off {
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GroundedPositionResult::InAir
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} else {
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GroundedPositionResult::InGround {
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point: edge_point,
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segment_idx,
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blocked: true,
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}
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};
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}
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GroundedPositionResult::InAir
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}
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pub fn apply_grounded_motion(
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velocity: &FighterVelocity,
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translation: &mut FighterTranslation,
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@@ -87,7 +166,7 @@ pub fn apply_grounded_motion(
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pub fn collide_with_stage_grounded(
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state_context: &mut FighterStateContext,
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ground_common: &mut GroundedStateCommon,
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_can_walk_off: bool,
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can_walk_off: bool,
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) -> GroundedMotionResult {
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let translation = &mut state_context.translation;
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let ecb = &state_context.ecb;
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@@ -99,49 +178,149 @@ pub fn collide_with_stage_grounded(
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if let Some(stage_poly) = stage_poly {
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let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
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let current_segment_idx = ground_common.current_line_id.segment;
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// First, we check the current segment, if that fails, we check the surrounding ones
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let grounded_ecb_bottom_pos = [
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Some(current_segment_idx),
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stage_poly.get_prev_segment_index(current_segment_idx),
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stage_poly.get_next_segment_index(current_segment_idx),
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]
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.into_iter()
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.flatten()
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.find_map(|segment_idx| {
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let segment = stage_poly.get_segment(segment_idx)?;
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if segment.segment_type != StagePolyLineSegmentType::Floor {
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return None;
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match resolve_grounded_position(
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stage_poly,
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ground_common.current_line_id.segment,
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ecb_bottom_pos,
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can_walk_off,
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) {
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GroundedPositionResult::InGround {
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point,
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segment_idx,
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blocked,
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} => {
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let current_segment = stage_poly.get_segment(segment_idx).unwrap();
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translation.0 = point - ecb.get_bottom_point();
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state_context.velocity.0 = if blocked {
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FGVec2::ZERO
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} else {
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state_context.velocity.0
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- state_context
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.velocity
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.0
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.project_onto_normalized(current_segment.normal)
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};
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ground_common.current_line_id.segment = segment_idx;
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GroundedMotionResult::InGround
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}
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let line_dir = segment.segment.direction();
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let projected_point = segment.segment.point1()
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+ (ecb_bottom_pos - segment.segment.point1()).project_onto(line_dir);
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let closest_point = segment.segment.closest_point(ecb_bottom_pos);
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let distance = closest_point.distance(projected_point);
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if distance < 0.01 {
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return Some((projected_point, segment_idx, segment.normal));
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}
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None
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});
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if let Some((bp, new_segment_idx, normal)) = grounded_ecb_bottom_pos {
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translation.0 = bp - ecb.get_bottom_point();
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state_context.velocity.0 =
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state_context.velocity.0 - state_context.velocity.0.project_onto_normalized(normal);
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ground_common.current_line_id.segment = new_segment_idx;
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GroundedMotionResult::InGround
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} else {
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GroundedMotionResult::InAir
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GroundedPositionResult::InAir => GroundedMotionResult::InAir,
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}
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} else {
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GroundedMotionResult::InAir
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::stage::line::StagePolyType;
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fn two_segment_floor() -> StagePoly {
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StagePoly::build(
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StagePolyType::Platform,
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&[
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(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
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(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
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(FGVec2::lit("20", "0"), StagePolyLineSegmentType::Floor),
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],
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)
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}
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#[test]
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fn tiny_endpoint_crossing_moves_to_adjacent_floor() {
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let stage = two_segment_floor();
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let point = FGVec2::new(FGi32::from_bits(10 * 65_536 + 1), FGi32::ZERO);
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let GroundedPositionResult::InGround {
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point: resolved,
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segment_idx,
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blocked,
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} = resolve_grounded_position(&stage, 0, point, false)
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else {
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panic!("connected floor should remain grounded");
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};
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assert_eq!(segment_idx, 1);
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assert_eq!(resolved, point);
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assert!(!blocked);
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}
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#[test]
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fn blocked_edge_keeps_floor_and_can_move_inward() {
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let stage = StagePoly::build(
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StagePolyType::Platform,
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&[
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(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
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(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Wall),
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(FGVec2::lit("10", "-2"), StagePolyLineSegmentType::Ceiling),
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],
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);
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let just_past_edge = FGVec2::new(FGi32::from_bits(10 * 65_536 + 1), FGi32::ZERO);
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let GroundedPositionResult::InGround {
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point,
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segment_idx,
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blocked,
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} = resolve_grounded_position(&stage, 0, just_past_edge, false)
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else {
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panic!("non-walk-off movement should stop at the edge");
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};
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assert_eq!(point, FGVec2::lit("10", "0"));
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assert_eq!(segment_idx, 0);
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assert!(blocked);
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let GroundedPositionResult::InGround {
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point,
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segment_idx,
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blocked,
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} = resolve_grounded_position(
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&stage,
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segment_idx,
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FGVec2::new(FGi32::from_bits(10 * 65_536 - 1), FGi32::ZERO),
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false,
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)
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else {
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panic!("fighter should be able to move back from the edge");
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};
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assert!(point.x < FGi32::lit("10"));
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assert_eq!(segment_idx, 0);
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assert!(!blocked);
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}
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#[test]
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fn walk_off_edge_enters_air() {
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let stage = StagePoly::build(
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StagePolyType::Platform,
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&[
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(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
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(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
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],
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);
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let just_past_edge = FGVec2::new(FGi32::from_bits(10 * 65_536 + 1), FGi32::ZERO);
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assert!(matches!(
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resolve_grounded_position(&stage, 0, just_past_edge, true),
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GroundedPositionResult::InAir
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));
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}
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|
||||
#[test]
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||||
fn vertical_segment_cannot_hold_grounded_fighter() {
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let stage = StagePoly::build(
|
||||
StagePolyType::Platform,
|
||||
&[
|
||||
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
|
||||
(FGVec2::lit("10", "-2"), StagePolyLineSegmentType::Floor),
|
||||
],
|
||||
);
|
||||
|
||||
assert!(matches!(
|
||||
resolve_grounded_position(&stage, 0, FGVec2::lit("10", "0"), false),
|
||||
GroundedPositionResult::InAir
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
pub fn grounded_movement_common_interrupts(
|
||||
state_context: &FighterStateContext,
|
||||
ground_common: &GroundedStateCommon,
|
||||
|
||||
+11
-13
@@ -2,18 +2,10 @@ use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
fighter::{
|
||||
animation::AnimKind,
|
||||
collision,
|
||||
state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
||||
air_dodge::{self, AirDodgeState},
|
||||
fall::FallState,
|
||||
ground::{self, GroundedMotionResult, GroundedStateCommon},
|
||||
land::LandingState,
|
||||
animation::AnimKind, collision, state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl, air, air_dodge::{self, AirDodgeState}, fall::FallState, ground::{self, GroundedMotionResult, GroundedStateCommon}, land::{LandingState, LandingType},
|
||||
},
|
||||
},
|
||||
input::FighterCommands,
|
||||
math::{int::FGi32, vec::FGVec2},
|
||||
}, input::FighterCommands, math::{int::FGi32, vec::FGVec2},
|
||||
};
|
||||
#[derive(Debug, Hash, Clone, Copy)]
|
||||
pub enum JumpType {
|
||||
@@ -174,7 +166,13 @@ impl FighterStateImpl for JumpState {
|
||||
}
|
||||
}
|
||||
JumpType::DoubleJump => {
|
||||
state_context.play_animation(AnimKind::DoubleJump, false);
|
||||
if movement_stick_x.is_zero()
|
||||
|| movement_stick_x.signum() == state_context.facing_direction.to_sign()
|
||||
{
|
||||
state_context.play_animation(AnimKind::DoubleJumpForward, false);
|
||||
} else {
|
||||
state_context.play_animation(AnimKind::DoubleJumpBack, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -233,7 +231,7 @@ impl FighterStateImpl for JumpState {
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Land(LandingState { grounded_common }))
|
||||
Some(FighterState::Land(LandingState::create(grounded_common, LandingType::Normal)))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
|
||||
@@ -11,14 +11,21 @@ use crate::fighter::{
|
||||
},
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub enum LandingType {
|
||||
Normal,
|
||||
Special
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub struct LandingState {
|
||||
pub grounded_common: GroundedStateCommon,
|
||||
pub landing_type: LandingType,
|
||||
}
|
||||
|
||||
impl LandingState {
|
||||
pub fn create(grounded_common: GroundedStateCommon) -> Self {
|
||||
Self { grounded_common }
|
||||
pub fn create(grounded_common: GroundedStateCommon, landing_type: LandingType) -> Self {
|
||||
Self { grounded_common, landing_type }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,7 +36,7 @@ impl FighterStateImpl for LandingState {
|
||||
if state_context.is_current_animation_finished() {
|
||||
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
|
||||
} else if state_context.get_current_animation_frame()
|
||||
>= state_context.fighter_manifest.attributes.landing_iasa
|
||||
>= state_context.fighter_manifest.attributes.landing_iasa && let LandingType::Normal = self.landing_type
|
||||
{
|
||||
dash::check_input(state_context, &self.grounded_common).or_else(|| {
|
||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
@@ -69,7 +76,7 @@ impl FighterStateImpl for LandingState {
|
||||
state_context: &mut FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, true)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
@@ -78,6 +85,13 @@ impl FighterStateImpl for LandingState {
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
state_context.play_animation(AnimKind::Landing, false);
|
||||
match self.landing_type {
|
||||
LandingType::Normal => {
|
||||
state_context.play_animation(AnimKind::Landing, false);
|
||||
},
|
||||
LandingType::Special => {
|
||||
state_context.play_animation(AnimKind::LandingSpecial, false);
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
|
||||
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
|
||||
use crate::input::FighterCommands;
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub struct TurnState {
|
||||
@@ -13,7 +14,13 @@ impl FighterStateImpl for TurnState {
|
||||
const NAME: &'static str = "Turn";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
// State chain that results in the turn completing
|
||||
if state_context.get_current_animation_frame() <= state_context.game_settings.input_common.turn_into_dashback_window as u32 {
|
||||
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
|
||||
return Some(state);
|
||||
}
|
||||
}
|
||||
if let Some(state) = jump::check_input(state_context, &self.grounded_common) {
|
||||
*state_context.facing_direction = state_context.facing_direction.reverse();
|
||||
Some(state)
|
||||
} else if state_context.is_current_animation_finished() {
|
||||
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
|
||||
@@ -78,14 +85,14 @@ pub fn check_input(
|
||||
grounded_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
let smash_input_frame_threshold = state_context
|
||||
.game_settings
|
||||
.input_common
|
||||
.smash_input_frame_threshold;
|
||||
|
||||
let has_smash_input = state_context.input.has_command(FighterCommands::SmashMoveLeft) || state_context.input.has_command(FighterCommands::SmashMoveRight);
|
||||
|
||||
if !input_frame.movement.x.is_zero()
|
||||
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
|
||||
&& state_context.input.get_frames_in_smash_move_deadzone() > smash_input_frame_threshold
|
||||
&& !has_smash_input
|
||||
{
|
||||
dbg!(input_frame.movement.x);
|
||||
return Some(FighterState::Turn(TurnState {
|
||||
grounded_common: grounded_common.clone(),
|
||||
}));
|
||||
|
||||
@@ -13,9 +13,7 @@ pub struct WalkState {
|
||||
impl FighterStateImpl for WalkState {
|
||||
const NAME: &'static str = "Walk";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
if let Some(state) = turn::check_input(state_context, &self.grounded_common) {
|
||||
return Some(state);
|
||||
} else if let Some(state) =
|
||||
if let Some(state) =
|
||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
{
|
||||
return Some(state);
|
||||
|
||||
@@ -22,6 +22,7 @@ pub struct InputSettingsCommon {
|
||||
pub run_stick_threshold: FGi32,
|
||||
pub smash_input_frame_threshold: u8,
|
||||
pub input_buffer_size: u8,
|
||||
pub turn_into_dashback_window: u8,
|
||||
}
|
||||
|
||||
#[derive(Reflect, Serialize, Deserialize, Resource, Asset, Clone, RonAsset)]
|
||||
|
||||
@@ -216,19 +216,6 @@ pub fn postprocess_input(
|
||||
);
|
||||
}
|
||||
|
||||
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 =
|
||||
|
||||
+1
-4
@@ -272,10 +272,7 @@ fn read_local_inputs(
|
||||
Some((_, LocalInputSource::Gamepad(_))) => gamepad
|
||||
.map(|pad| gamepad::sample_gamepad(pad, &input_map))
|
||||
.unwrap_or_default(),
|
||||
None => match gamepad {
|
||||
Some(pad) => gamepad::sample_gamepad(pad, &input_map),
|
||||
None => keyboard::sample_keyboard(&key, &input_map),
|
||||
},
|
||||
None => FighterInputFrame::default()
|
||||
};
|
||||
|
||||
// preprocess frame
|
||||
|
||||
@@ -141,6 +141,15 @@ impl FGSegment2d {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a value representing the normalized position along the segment.
|
||||
pub fn project_point_normalized(&self, point: FGVec2) -> FGi32 {
|
||||
let segment_vector = self.point2 - self.point1;
|
||||
let offset = point - self.point1;
|
||||
// The signed projection of `offset` onto `segment_vector`, scaled by the length of the segment.
|
||||
let projection_scaled = segment_vector.dot(offset);
|
||||
FGi32::from_num(FGWide::from_num(projection_scaled) / segment_vector.length_squared())
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
|
||||
Reference in New Issue
Block a user