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
+50 -24
View File
@@ -1,43 +1,69 @@
use bevy::prelude::*;
use super::{FighterState, FighterStateContext, FighterStateTransition, ground, walk};
use super::{FighterStateImpl, FighterStateContext, FighterStateTransition, ground, 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::stage::line::StageLineID;
#[derive(Component, Debug, Clone, Copy)]
pub struct WaitState;
#[derive(Debug, Clone, Hash)]
pub struct WaitState {
pub grounded_common: GroundedStateCommon
}
impl FighterState for WaitState {
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterStateTransition> {
walk::check_input(state_context)
) -> Option<FighterState> {
walk::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 friction = if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
state_context.fighter_attribs.ground_friction
* state_context.game_settings
.figher_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
};
state_context.velocity.x += ground::apply_grounded_friction(friction, state_context.velocity.x);
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.stick_deadzone {
return Some(FighterStateTransition::Wait);
return Some(FighterState::Wait(WaitState { grounded_common: ground_state_common.clone() }));
}
None
}
pub fn wait_update(
query: Query<(&FighterAttributes, &mut FighterVelocity), With<WaitState>>,
game_settings: Res<GameSettings>,
) {
for (attribs, mut velocity) in query {
let friction = if velocity.x.abs() > attribs.max_walk_vel {
attribs.ground_friction
* game_settings
.figher_common
.ground_friction_over_walk_speed_multiplier
} else {
attribs.ground_friction
};
velocity.x += ground::apply_grounded_friction(friction, velocity.x);
}
}