Initial work on proper character movement

This commit is contained in:
2026-08-24 18:24:20 +02:00
parent a21f24b2d9
commit 91c5c4e05f
30 changed files with 1221 additions and 347 deletions
+65 -67
View File
@@ -2,58 +2,100 @@ use std::hash::{Hash, Hasher};
use bevy::prelude::*;
use super::{FighterState, FighterStateContext, FighterStateTransition, ground, run, wait, walk};
use crate::fighter::{FighterAttributes, FighterVelocity};
use super::{FighterStateImpl, FighterStateContext, FighterStateTransition, ground, run, wait, walk};
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::wait::WaitState;
use crate::fighter::state::{FighterState};
use crate::fighter::{FighterAttributes, FighterVelocity, collision};
use crate::game_settings::GameSettings;
use crate::input::{
FighterCommands::{SmashMoveLeft, SmashMoveRight},
FighterInput,
};
pub struct DashStateCreator {}
#[derive(Component, Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub struct DashState {
frames_in_dash: u32,
direction: f32,
ground_common: GroundedStateCommon
}
pub fn hash_dash_state(dash_state: &DashState) -> u64 {
let mut hasher = bevy_ggrs::checksum_hasher();
dash_state.direction.to_bits().hash(&mut hasher);
dash_state.frames_in_dash.hash(&mut hasher);
hasher.finish()
impl std::hash::Hash for DashState {
fn hash<H: Hasher>(&self, state: &mut H) {
self.direction.to_bits().hash(state);
self.frames_in_dash.hash(state);
}
}
impl DashState {
pub fn new(direction: f32) -> Self {
pub fn new(direction: f32, ground_common: GroundedStateCommon) -> Self {
Self {
frames_in_dash: 0,
direction,
ground_common
}
}
}
impl FighterState for DashState {
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterStateTransition> {
) -> Option<FighterState> {
if self.frames_in_dash > state_context.fighter_attribs.dash_duration {
// Dash finish shenanigans
run::check_input(state_context)
.or_else(|| walk::check_input(state_context))
.or_else(|| wait::check_input(state_context))
run::check_input(state_context, &self.ground_common)
.or_else(|| walk::check_input(state_context, &self.ground_common))
.or_else(|| wait::check_input(state_context, &self.ground_common))
} else {
check_smash_input_with_dir(state_context)
.filter(|dir| *dir != self.direction)
.and_then(|dir| Some(FighterStateTransition::Dash(dir)))
.and_then(|dir| Some(FighterState::Dash(DashState::new(dir, self.ground_common.clone()))))
}
}
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
state_context.input.clear_buffer();
state_context.velocity.x = state_context.fighter_attribs.dash_initial_velocity * self.direction;
}
fn update(&mut self, state_context: &mut FighterStateContext) {
self.frames_in_dash += 1;
pub fn start(state_context: &mut FighterStateContext) {
state_context.input.clear_buffer();
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame);
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
state_context.fighter_attribs,
state_context.game_settings,
);
state_context.velocity.x += accel;
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id
};
Some(FighterState::Wait(WaitState { grounded_common } ))
} else {
None
}
}
}
fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<f32> {
@@ -66,51 +108,7 @@ fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<f32
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
check_smash_input_with_dir(state_context).map(|dir| FighterStateTransition::Dash(dir))
}
pub fn dash_update(
dash_query: Query<(
&mut DashState,
&FighterAttributes,
&FighterInput,
&mut FighterVelocity,
)>,
game_settings: Res<GameSettings>,
) {
for (mut dash, attributes, input, mut velocity) in dash_query {
dash.frames_in_dash += 1;
let last_frame = input.get_last_frame();
let (accel, target_vel) = attributes.get_accel_and_target_dashrun(&last_frame);
let accel = ground::compute_ground_accel(
accel,
target_vel,
velocity.x,
attributes,
game_settings.as_ref(),
);
velocity.x += accel;
}
}
pub fn on_insert_dash(
add: On<Insert, DashState>,
query: Query<
(
Entity,
&mut FighterInput,
&FighterAttributes,
&mut FighterVelocity,
),
With<DashState>,
>,
) {
for (entity, mut input, attribs, mut velocity) in query {
if entity == add.entity {
velocity.x = attribs.dash_initial_velocity * input.get_last_frame().movement.x.signum();
input.clear_buffer();
}
}
pub fn check_input(state_context: &FighterStateContext, ground_common: &GroundedStateCommon) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())));
None
}