Reviewed-on: #30 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #30.
This commit is contained in:
@@ -1,6 +1,5 @@
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use super::{FighterStateContext, FighterStateImpl};
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use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::collision;
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use crate::fighter::state::ground::GroundedStateCommon;
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use crate::fighter::state::land::{LandingState, LandingType};
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use crate::fighter::state::{FighterState, air, jump};
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@@ -10,22 +9,19 @@ pub struct FallState;
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impl FighterStateImpl for FallState {
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const NAME: &'static str = "Fall";
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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jump::check_input_double_jump(state_context)
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}
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fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(AnimKind::Fall, true);
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}
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fn update(&mut self, state_context: &mut super::FighterStateContext) {
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air::integrate_gravity(
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state_context.velocity,
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&state_context.fighter_manifest.attributes,
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);
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fn update(&mut self, state_context: &mut UpdateContext) {
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air::integrate_gravity(state_context.velocity, state_context.fighter_attributes);
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air::apply_air_drift(
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state_context.velocity,
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&state_context.fighter_manifest.attributes,
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state_context.fighter_attributes,
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state_context.input,
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);
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air::apply_air_motion(
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@@ -37,9 +33,9 @@ impl FighterStateImpl for FallState {
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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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state_context: &mut CollisionContext,
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) -> Option<FighterState> {
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if let Some(res) = collision::air_collide_with_stage(state_context) {
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if let Some(res) = state_context.air_collide_with_stage() {
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// Adjust translation
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state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
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let grounded_common = GroundedStateCommon {
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@@ -55,7 +51,7 @@ impl FighterStateImpl for FallState {
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}
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}
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pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
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pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
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