Finish implementing jumping and landing
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@@ -0,0 +1,98 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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fighter::{
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animation::AnimKind,
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collision,
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state::{
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FighterState, FighterStateContext, FighterStateImpl, air, dash,
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fall::FallState,
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ground::{self, GroundedMotionResult, GroundedStateCommon},
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wait::WaitState,
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walk,
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},
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},
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input::FighterCommands,
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};
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#[derive(Debug, Clone, Hash)]
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pub struct LandingState {
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pub grounded_common: GroundedStateCommon,
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pub duration_counter: u32,
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}
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impl LandingState {
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pub fn create(grounded_common: GroundedStateCommon) -> Self {
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Self {
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grounded_common,
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duration_counter: 0,
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}
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}
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}
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impl FighterStateImpl for LandingState {
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const NAME: &'static str = "Landing";
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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if self.duration_counter >= state_context.fighter_attribs.landing_duration {
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Some(FighterState::Wait(WaitState {
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grounded_common: self.grounded_common.clone(),
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}))
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} else if self.duration_counter >= state_context.fighter_attribs.landing_iasa {
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dash::check_input(state_context, &self.grounded_common).or_else(|| {
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ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
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.or_else(|| walk::check_input(state_context, &self.grounded_common))
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})
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} else {
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None
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}
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}
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fn update(&mut self, state_context: &mut FighterStateContext) {
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self.duration_counter += 1;
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let friction =
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if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
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state_context.fighter_attribs.ground_friction
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* state_context
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.game_settings
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.fighter_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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state_context.fighter_attribs.ground_friction
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};
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let ground_velocity = state_context.velocity.x;
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state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
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ground::apply_grounded_motion(
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state_context.velocity,
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state_context.translation,
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state_context.prev_translation,
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);
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}
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fn check_collision_interrupt(
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&mut self,
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state_context: &mut FighterStateContext,
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) -> Option<FighterState> {
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if let GroundedMotionResult::InAir =
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ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
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{
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Some(FighterState::Fall(FallState))
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} else {
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None
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}
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}
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fn on_enter(&mut self, state_context: &mut FighterStateContext) {
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state_context.animation_transitions.play(
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state_context.animation_player,
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state_context.animations.clips[&AnimKind::Landing],
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Duration::ZERO,
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);
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}
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}
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