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
+47 -23
View File
@@ -1,43 +1,67 @@
use bevy::prelude::*;
use super::{FighterState, FighterStateContext, FighterStateTransition, dash, ground, wait};
use super::{FighterStateImpl, FighterStateContext, FighterStateTransition, dash, ground, wait};
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::{self, FighterState};
use crate::fighter::{FighterAttributes, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
#[derive(Component, Debug, Clone, Copy)]
pub struct WalkState;
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
pub grounded_common: GroundedStateCommon
}
impl FighterState for WalkState {
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(
&self,
state_context: &FighterStateContext,
) -> Option<FighterStateTransition> {
wait::check_input(state_context).or_else(|| dash::check_input(state_context))
) -> Option<FighterState> {
wait::check_input(state_context, &self.grounded_common).or_else(|| dash::check_input(state_context, &self.grounded_common))
}
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn update(&mut self, state_context: &mut FighterStateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_walk(&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.stick_deadzone {
return Some(FighterStateTransition::Walk);
return Some(FighterState::Walk(WalkState { grounded_common: ground_state_common.clone() }));
}
None
}
pub fn walk_update(
fighters: Query<(&mut FighterVelocity, &FighterAttributes, &FighterInput), With<WalkState>>,
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_walk(&last_frame);
let accel =
ground::compute_ground_accel(accel, target_vel, velocity.x, attributes, &game_settings);
velocity.x += accel;
}
}