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
+53 -28
View File
@@ -1,49 +1,74 @@
use bevy::prelude::*;
use super::{FighterState, FighterStateContext, FighterStateTransition, ground, wait, walk};
use super::{FighterStateImpl, FighterStateContext, FighterStateTransition, ground, wait, walk};
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::{FighterAttributes, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
#[derive(Component, Debug, Clone, Copy)]
pub struct RunState;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState {
pub grounded_common: GroundedStateCommon
}
impl FighterState for RunState {
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterStateTransition> {
if let Some(_) = check_input(state_context) {
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold {
None
} else {
walk::check_input(state_context).or_else(|| wait::check_input(state_context))
walk::check_input(state_context, &self.grounded_common).or_else(|| wait::check_input(state_context, &self.grounded_common))
}
}
fn on_enter(&mut self, _state_context: &mut super::FighterStateContext) {}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
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 GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
state_context,
&mut self.grounded_common,
false
) {
Some(FighterState::Fall(FallState))
} else {
None
}
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
pub fn check_input(state_context: &FighterStateContext, ground_state_common: &GroundedStateCommon) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterStateTransition::Run);
return Some(FighterState::Run(RunState { grounded_common: ground_state_common.clone() }));
}
None
}
pub fn run_update(
fighters: Query<(&mut FighterVelocity, &FighterAttributes, &FighterInput), With<RunState>>,
game_settings: Res<GameSettings>,
) {
for (mut velocity, attributes, input) in fighters {
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;
}
}
}