Refactor state system

This commit is contained in:
2026-08-07 15:13:43 +02:00
parent 03cbb1657d
commit ad6c1e17ac
20 changed files with 268 additions and 103 deletions
+7 -1
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@@ -5,6 +5,12 @@ pub struct FighterAttributes {
pub base_walk_accel: f32,
pub stick_walk_accel: f32,
pub max_walk_vel: f32,
pub dash_duration: u32,
pub dash_initial_velocity: f32,
pub base_dash_accel: f32,
pub stick_dash_accel: f32,
pub max_dash_vel: f32,
pub ground_friction: f32,
pub dash_duration: u32
}
-100
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@@ -1,100 +0,0 @@
use bevy::{
color::palettes::css::{GREEN, HOT_PINK, RED, YELLOW},
ecs::relationship::Relationship,
prelude::*,
};
use crate::{
game_settings::GameSettings,
input::player::{ControlledBy, FighterInput},
stage::StagePlane,
};
#[derive(Component)]
pub struct Grounded;
#[derive(Component, Deref, DerefMut, Default, Debug)]
pub struct FighterVelocity(pub Vec2);
#[derive(Component, Deref, DerefMut, Default)]
pub struct FighterPreviousTranslation(pub Vec2);
#[derive(Component, Deref, DerefMut, Default)]
#[require(FighterPreviousTranslation)]
pub struct FighterTranslation(pub Vec2);
#[derive(Component, Debug)]
#[require(Transform)]
pub struct FighterECB {
pub vertical_half: f32,
pub horizontal_half: f32,
}
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(0.0, self.vertical_half, 0.0));
let rel_down = trf.transform_point(Vec3::new(0.0, -self.vertical_half, 0.0));
let rel_left = trf.transform_point(Vec3::new(-self.horizontal_half, 0.0, 0.0));
let rel_right = trf.transform_point(Vec3::new(self.horizontal_half, 0.0, 0.0));
[rel_up, rel_right, rel_down, rel_left]
}
}
pub fn debug_draw_ecb(ecbs: Query<(&FighterECB, &FighterTranslation)>, mut gizmos: Gizmos) {
for (ecb, trf) in ecbs {
let transformed = ecb.to_3d_lineloop(Transform::from_xyz(trf.x, trf.y, 0.0));
gizmos.lineloop(transformed, YELLOW);
}
}
pub fn integrate_gravity(
fighters: Query<(&mut FighterVelocity)>,
time: Res<Time<Fixed>>,
) {
/*for (movement, mut velocity) in fighters {
//velocity.y -= movement.gravity;
}*/
}
pub fn apply_motion(
fighters: Query<(
&FighterVelocity,
&mut FighterTranslation,
&mut FighterPreviousTranslation,
)>,
time: Res<Time<Fixed>>,
) {
for (velocity, mut translation, mut prev_translation) in fighters {
prev_translation.0 = translation.0;
translation.0 += velocity.0;
}
}
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
stage_planes: Query<&StagePlane>,
mut gizmos: Gizmos,
) {
for (ecb, mut velocity, mut translation) in fighters {
for plane in stage_planes {
let dist_sq = ecb.vertical_half * ecb.vertical_half;
let ray = Ray2d::new(translation.0, Dir2::NEG_Y);
let intersection_result = plane
.intersect_ray(ray)
.filter(|result| result.position.distance_squared(translation.0) <= dist_sq);
if let Some(result) = intersection_result {
gizmos.sphere(
Isometry3d::from(Vec3::new(result.position.x, result.position.y, 0.0)),
0.1f32,
HOT_PINK,
);
velocity.0 = plane.project(velocity.0);
translation.0 = result.position + Vec2::new(0.0, ecb.vertical_half);
}
}
}
}
pub fn fighter_movement() {}
-8
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@@ -1,8 +0,0 @@
pub mod plugin;
pub mod fighter;
pub mod data;
pub mod state;
pub mod states;
pub use fighter::*;
pub use plugin::*;
pub use data::*;
+22 -3
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@@ -1,8 +1,11 @@
use bevy::prelude::*;
use crate::fighter::states;
use bevy_egui::{EguiContexts, EguiPrimaryContextPass, egui};
use crate::fighter::state::StateNameDebug;
use crate::fighter::{FighterVelocity, states};
use crate::fighter::{
FighterECB, FighterTranslation, FighterVelocity, apply_motion, collide_fighter_with_scene, integrate_gravity, state::state_interrupt_system,
apply_motion, collide_fighter_with_scene, integrate_gravity, state::state_interrupt_system,
};
use crate::input::player::FighterInput;
#[derive(Default)]
pub struct FighterPlugin;
@@ -16,14 +19,30 @@ impl Plugin for FighterPlugin {
state_interrupt_system::<states::wait::WaitState>,
state_interrupt_system::<states::walk::WalkState>,
state_interrupt_system::<states::dash::DashState>,
state_interrupt_system::<states::run::RunState>,
states::wait::wait_update,
states::walk::walk_update,
states::dash::dash_update,
states::run::run_update,
integrate_gravity,
apply_motion,
collide_fighter_with_scene,
)
.chain(),
)
.add_observer(states::dash::on_insert_dash);
.add_observer(states::dash::on_insert_dash)
.add_systems(EguiPrimaryContextPass, fighter_debug);
}
}
fn fighter_debug(mut contexts: EguiContexts, query: Query<(&FighterVelocity, &FighterInput, &StateNameDebug)>) -> Result {
for (vel, input, name) in query {
egui::Window::new("Hello").show(contexts.ctx_mut()?, |ui| {
ui.label(format!("State: {}", name.0));
ui.label(format!("{:?}", vel));
ui.label(format!("{:?}", input.get_last_frame()));
});
}
Ok(())
}
+23 -2
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@@ -1,11 +1,12 @@
use bevy::{ecs::relationship::RelationshipSourceCollection, prelude::*};
use bevy::{prelude::*};
use crate::{fighter::{FighterAttributes, states}, game_settings::GameSettings, input::player::FighterInput};
pub enum FighterStateTransition {
Wait,
Walk,
Dash
Dash,
Run,
}
pub trait FighterState : Component + Sized {
@@ -33,9 +34,28 @@ fn create_state(transition: FighterStateTransition, state_context: FighterStateC
FighterStateTransition::Wait => ent_cmd.insert(states::wait::WaitState),
FighterStateTransition::Walk => ent_cmd.insert(states::walk::WalkState),
FighterStateTransition::Dash => ent_cmd.insert(states::dash::DashState::default()),
FighterStateTransition::Run => ent_cmd.insert(states::run::RunState),
};
}
fn get_state_debug_name(transition: &FighterStateTransition) -> &'static str {
match transition {
FighterStateTransition::Wait => "wait",
FighterStateTransition::Walk => "walk",
FighterStateTransition::Dash => "dash",
FighterStateTransition::Run => "run",
}
}
#[derive(Component)]
pub struct StateNameDebug(pub &'static str);
impl std::fmt::Display for StateNameDebug {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", self.0)
}
}
pub fn state_interrupt_system<T: FighterState + Component + std::fmt::Debug>(
query: Query<(Entity, &T, &mut FighterInput, &FighterAttributes)>,
game_settings: Res<GameSettings>,
@@ -51,6 +71,7 @@ pub fn state_interrupt_system<T: FighterState + Component + std::fmt::Debug>(
};
if let Some(new_state) = state.check_interrupt(&state_context) {
commands.entity(ent).remove::<T>();
commands.entity(ent).insert(StateNameDebug(get_state_debug_name(&new_state)));
create_state(new_state, state_context, &mut commands);
}
}
+5
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@@ -0,0 +1,5 @@
pub mod wait;
pub mod walk;
pub mod dash;
pub mod run;
pub mod grounded;
+43 -6
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@@ -1,5 +1,10 @@
use crate::{
fighter::state::{FighterState, FighterStateContext, FighterStateTransition},
fighter::{
FighterAttributes, FighterVelocity,
state::{FighterState, FighterStateContext, FighterStateTransition},
states::grounded,
},
game_settings::GameSettings,
input::player::FighterInput,
};
use bevy::prelude::*;
@@ -24,7 +29,8 @@ impl FighterState for DashState {
) -> Option<FighterStateTransition> {
if self.frames_in_dash > state_context.fighter_attribs.dash_duration {
// Dash finish shenanigans
super::walk::check_input(state_context)
super::run::check_input(state_context)
.or_else(|| super::walk::check_input(state_context))
.or_else(|| super::wait::check_input(state_context))
} else if let Some(last_frame) = state_context.input.get_last_frame() {
check_smash_input_with_dir(state_context)
@@ -57,9 +63,29 @@ fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<f32
)
}
pub fn dash_update(dash_query: Query<&mut DashState>) {
for mut dash in dash_query {
pub fn dash_update(
dash_query: Query<(
&mut DashState,
&FighterAttributes,
&FighterInput,
&mut FighterVelocity,
)>,
game_settings: Res<GameSettings>,
) {
for (mut dash, attributes, input, mut velocity) in dash_query {
dash.frames_in_dash += 1;
if let Some(last_frame) = input.get_last_frame() {
let (accel, target_vel) = attributes.get_accel_and_target_dashrun(last_frame);
let accel = grounded::compute_ground_accel(
accel,
target_vel,
velocity.x,
attributes,
game_settings.as_ref(),
);
velocity.x += accel;
}
}
}
@@ -69,10 +95,21 @@ pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTr
pub fn on_insert_dash(
add: On<Insert, DashState>,
query: Query<(Entity, &mut FighterInput), With<DashState>>,
query: Query<
(
Entity,
&mut FighterInput,
&FighterAttributes,
&mut FighterVelocity,
),
With<DashState>,
>,
) {
for (entity, mut input) in query {
for (entity, mut input, attribs, mut velocity) in query {
if entity == add.entity {
if let Some(last_frame) = input.get_last_frame() {
velocity.x = attribs.dash_initial_velocity * last_frame.movement.x.signum();
}
input.clear_buffer();
}
}
+69
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@@ -0,0 +1,69 @@
use bevy::log::info;
use crate::{fighter::FighterAttributes, game_settings::GameSettings, input::player::InputFrame};
pub fn apply_grounded_friction(friction: f32, ground_vel: f32) -> f32 {
if friction.abs() > ground_vel.abs() {
-ground_vel
} else {
(-ground_vel.signum()) * friction.abs()
}
}
pub fn move_accelerate() {
}
pub fn compute_ground_accel(accel: f32, target_vel: f32, gr_vel: f32, attribs: &FighterAttributes, game_settings: &GameSettings) -> f32 {
if target_vel == 0.0 {
apply_grounded_friction(attribs.ground_friction, gr_vel)
} else {
let mut accel = accel;
let ground_max_horizontal_velocity =
game_settings.figher_common.ground_max_horizontal_velocity;
if !(gr_vel * accel < 0.0) {
// accelerating, not reversing
if accel > 0.0 {
if gr_vel + accel > target_vel {
accel = -attribs.ground_friction;
if gr_vel + accel < target_vel {
accel = target_vel - gr_vel;
}
if gr_vel + accel > ground_max_horizontal_velocity {
accel = ground_max_horizontal_velocity - gr_vel;
}
}
} else if gr_vel + accel < target_vel {
accel = attribs.ground_friction;
if gr_vel + accel > target_vel {
accel = target_vel - gr_vel;
}
if gr_vel + accel < -ground_max_horizontal_velocity {
accel = -ground_max_horizontal_velocity - gr_vel;
}
}
}
accel
}
}
impl FighterAttributes {
pub fn get_accel_and_target_dashrun(&self, input: &InputFrame) -> (f32, f32) {
let accel = input.movement.x * self.stick_dash_accel;
let accel = accel + input.movement.x.signum() * self.base_dash_accel;
let target_vel = input.movement.x * self.max_dash_vel;
info!("accel {:?} target_vel {:?}", accel, target_vel);
(accel, target_vel)
}
pub fn get_accel_and_target_walk(&self, input: &InputFrame) -> (f32, f32) {
let accel = input.movement.x * self.stick_walk_accel;
let accel = accel + input.movement.x.signum() * self.base_walk_accel;
let target_vel = input.movement.x * self.max_walk_vel;
(accel, target_vel)
}
}
-3
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@@ -1,3 +0,0 @@
pub mod wait;
pub mod walk;
pub mod dash;
+44
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@@ -0,0 +1,44 @@
use crate::{
fighter::{FighterAttributes, FighterVelocity, state::{FighterStateContext, FighterStateTransition}, states::grounded}, game_settings::GameSettings, input::player::FighterInput, state::FighterState,
};
use bevy::prelude::*;
#[derive(Component, Debug)]
pub struct RunState;
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
if let Some(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);
}
}
None
}
impl FighterState for RunState {
fn check_interrupt(
&self,
state_context: &crate::fighter::state::FighterStateContext,
) -> Option<crate::fighter::state::FighterStateTransition> {
use super::*;
if let Some(_) = check_input(state_context) {
None
} else {
walk::check_input(state_context).or_else(|| wait::check_input(state_context))
}
}
}
pub fn run_update(
fighters: Query<(&mut FighterVelocity, &FighterAttributes, &FighterInput), With<RunState>>,
game_settings: Res<GameSettings>,
) {
for ( mut velocity, attributes, input) in fighters {
if let Some(last_frame) = input.get_last_frame() {
let (accel, target_vel) = attributes.get_accel_and_target_dashrun(last_frame);
let accel = grounded::compute_ground_accel(accel, target_vel, velocity.x, attributes, game_settings.as_ref());
velocity.x += accel;
}
}
}
+13 -2
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@@ -1,5 +1,5 @@
use bevy::prelude::*;
use crate::fighter::{state::{FighterState, FighterStateContext, FighterStateTransition}, states::walk};
use crate::{fighter::{state::{FighterState, FighterStateContext, FighterStateTransition}, states::{grounded, walk}}, game_settings::GameSettings};
use crate::fighter::*;
#[derive(Component, Debug)]
pub struct WaitState;
@@ -20,4 +20,15 @@ pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTr
}
}
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 += grounded::apply_grounded_friction(friction, velocity.x);
}
}
+4 -52
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@@ -1,11 +1,7 @@
use crate::{
fighter::{
FighterAttributes, FighterVelocity,
state::{FighterState, FighterStateContext, FighterStateTransition},
states::{dash, wait},
},
game_settings::GameSettings,
input::player::FighterInput,
FighterAttributes, FighterVelocity, state::{FighterState, FighterStateContext, FighterStateTransition}, states::{dash, grounded, wait},
}, game_settings::GameSettings, input::player::FighterInput,
};
use bevy::prelude::*;
@@ -31,53 +27,9 @@ pub fn walk_update(
) {
for (mut velocity, attributes, input) in fighters {
if let Some(last_frame) = input.get_last_frame() {
let accel_mul = 1.0;
let mut accel = last_frame.movement.x * attributes.stick_walk_accel * accel_mul; // stick-proportional
accel += (last_frame.movement.x.signum() * attributes.base_walk_accel) * accel_mul; // constant
let target_vel = last_frame.movement.x * attributes.max_walk_vel * accel_mul;
let (accel, target_vel) = attributes.get_accel_and_target_walk(last_frame);
if target_vel != 0.0 {
let mult = velocity.x / target_vel;
if mult > 0.0 && mult < 1.0 {
accel *= (1.0 - mult) * game_settings.figher_common.walk_speed_ease; // 0.5 — linear ease-out toward target
}
}
// Friction mode
if target_vel == 0.0 {
let mut out_friction = velocity.x.signum() * (-attributes.ground_friction);
// apply friction
if attributes.ground_friction.abs() > velocity.x.abs() {
out_friction = -velocity.x;
}
accel = out_friction;
} else {
let ground_max_horizontal_velocity =
game_settings.figher_common.ground_max_horizontal_velocity;
if !(velocity.x * accel < 0.0) {
// accelerating, not reversing
if accel > 0.0 {
if velocity.x + accel > target_vel {
accel = -attributes.ground_friction;
if velocity.x + accel < target_vel {
accel = target_vel - velocity.x;
}
if velocity.x + accel > ground_max_horizontal_velocity {
accel = ground_max_horizontal_velocity - velocity.x;
}
}
} else if velocity.x + accel < target_vel {
accel = attributes.ground_friction;
if velocity.x + accel > target_vel {
accel = target_vel - velocity.x;
}
if velocity.x + accel < -ground_max_horizontal_velocity {
accel = -ground_max_horizontal_velocity - velocity.x;
}
}
}
}
let accel = grounded::compute_ground_accel(accel, target_vel, velocity.x, attributes, &game_settings);
velocity.x += accel;
}