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
+150 -44
View File
@@ -2,65 +2,105 @@
//! implements, the context they inspect, and the generic system that runs the
//! interrupt check. One state per submodule.
use bevy::ecs::component::Mutable;
use bevy::ecs::system::ScheduleSystem;
use bevy::prelude::*;
use bevy_ggrs::{GgrsSchedule, RollbackApp};
use crate::fighter::FighterAttributes;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterAttributes, FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::schedule::GameplaySet;
use crate::stage::StagePoly;
use crate::stage::line::StageCollision;
pub mod dash;
pub mod ground;
pub mod run;
pub mod wait;
pub mod walk;
pub mod fall;
pub mod air;
pub mod jump;
pub enum FighterStateTransition {
Wait,
Walk,
Dash(f32),
Run,
Fall,
}
pub trait FighterState: Component + Sized {
fn remove(&self, state_context: &FighterStateContext, commands: &mut Commands) {
commands.entity(state_context.entity).remove::<Self>();
}
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterStateTransition>;
}
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
#[derive(Component, Clone, Debug, Hash)]
pub enum FighterState { $($variant($ty)),* }
pub struct FighterStateContext<'a> {
pub input: &'a mut FighterInput,
pub fighter_attribs: &'a FighterAttributes,
pub game_settings: &'a GameSettings,
pub entity: Entity,
}
impl FighterState {
pub fn name(&self) -> &'static str {
match self { $(Self::$variant(_) => <$ty>::NAME),* }
}
pub fn check_interrupt(&self, ctx: &FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn update(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
pub fn on_enter(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
}
fn create_state(
transition: FighterStateTransition,
state_context: FighterStateContext,
commands: &mut Commands,
) {
let mut ent_cmd = commands.entity(state_context.entity);
match transition {
FighterStateTransition::Wait => ent_cmd.insert(wait::WaitState),
FighterStateTransition::Walk => ent_cmd.insert(walk::WalkState),
FighterStateTransition::Dash(dir) => ent_cmd.insert(dash::DashState::new(dir)),
FighterStateTransition::Run => ent_cmd.insert(run::RunState),
pub fn check_collision_interrupt(&mut self, ctx: &mut FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
}
}
$(impl From<$ty> for FighterState {
fn from(s: $ty) -> Self { Self::$variant(s) }
})*
};
}
fn get_state_debug_name(transition: &FighterStateTransition) -> &'static str {
match transition {
FighterStateTransition::Wait => "wait",
FighterStateTransition::Walk => "walk",
FighterStateTransition::Dash(_) => "dash",
FighterStateTransition::Run => "run",
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn update(&mut self, _state_context: &mut FighterStateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut FighterStateContext,
) -> Option<FighterState> {
None
}
}
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a mut FighterInput,
pub velocity: &'a mut FighterVelocity,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub fighter_attribs: &'a FighterAttributes,
pub game_settings: &'a GameSettings,
pub entity: Entity,
pub stage_collision: &'a StageCollision,
}
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState
}
#[derive(Component)]
pub struct StateNameDebug(pub &'static str);
@@ -70,25 +110,91 @@ impl std::fmt::Display for StateNameDebug {
}
}
pub fn state_interrupt_system<T: FighterState + Component + std::fmt::Debug>(
query: Query<(Entity, &T, &mut FighterInput, &FighterAttributes)>,
pub fn state_update_system(
query: Query<(Entity, &mut FighterState, &mut FighterTranslation, &mut FighterPreviousTranslation, &mut FighterInput, &mut FighterVelocity, &mut FighterECB, &mut FighterPreviousECB, &FighterAttributes)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
mut commands: Commands,
mut gizmos: Gizmos,
) {
for (ent, state, mut input, attribs) in query {
let state_context = FighterStateContext {
for (ent, mut state, mut translation, mut prev_translation, mut input, mut velocity, mut ecb, mut prev_ecb, attribs) in query {
let mut update_ctx = FighterStateContext {
translation: &mut translation,
prev_translation: &mut prev_translation,
input: &mut input,
velocity: &mut velocity,
ecb: &mut ecb,
prev_ecb: &mut prev_ecb,
fighter_attribs: &attribs,
game_settings: &game_settings,
entity: ent,
stage_collision: &stage_collision,
};
state.update(&mut update_ctx);
}
}
pub fn state_interrupt_system (
query: Query<(Entity, &FighterState, &mut FighterTranslation, &mut FighterPreviousTranslation, &mut FighterInput, &mut FighterVelocity, &mut FighterECB, &mut FighterPreviousECB, &FighterAttributes)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
mut commands: Commands,
) {
for (ent, state, mut translation, mut prev_translation, mut input, mut velocity, mut ecb, mut prev_ecb, attribs) in query {
let mut state_context = FighterStateContext {
translation: &mut translation,
prev_translation: &mut prev_translation,
input: &mut input,
velocity: &mut velocity,
ecb: &mut ecb,
prev_ecb: &mut prev_ecb,
fighter_attribs: &attribs,
game_settings: &game_settings,
entity: ent,
stage_collision: &stage_collision
};
if let Some(new_state) = state.check_interrupt(&state_context) {
commands.entity(ent).remove::<T>();
info!("State {:?} -> {}", state, get_state_debug_name(&new_state));
commands
.entity(ent)
.insert(StateNameDebug(get_state_debug_name(&new_state)));
create_state(new_state, state_context, &mut commands);
let mut new_state = new_state;
let old_state_name = state.name();
let new_state_name = new_state.name();
new_state.on_enter(&mut state_context);
commands.entity(ent).insert((
new_state,
StateNameDebug(new_state_name)
));
info!("State {} -> {}", old_state_name, new_state_name);
}
}
}
pub fn state_collision_interrupt_system(
query: Query<(Entity, &mut FighterState, &mut FighterTranslation, &mut FighterPreviousTranslation, &mut FighterInput, &mut FighterVelocity, &mut FighterECB, &mut FighterPreviousECB, &FighterAttributes)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
mut commands: Commands,
) {
for (ent, mut state, mut translation, mut prev_translation, mut input, mut velocity, mut ecb, mut prev_ecb, attribs) in query {
let mut state_context = FighterStateContext {
translation: &mut translation,
prev_translation: &mut prev_translation,
input: &mut input,
velocity: &mut velocity,
ecb: &mut ecb,
prev_ecb: &mut prev_ecb,
fighter_attribs: &attribs,
game_settings: &game_settings,
entity: ent,
stage_collision: &stage_collision
};
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
let mut new_state = new_state;
let old_state_name = state.name();
let new_state_name = new_state.name();
new_state.on_enter(&mut state_context);
commands.entity(ent).insert((
new_state,
StateNameDebug(new_state_name)
));
info!("State {} -> {}", old_state_name, new_state_name);
}
}
}