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:
+16
-17
@@ -1,4 +1,4 @@
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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::state::fall::FallState;
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use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
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@@ -12,7 +12,7 @@ pub struct TurnState {
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impl FighterStateImpl for TurnState {
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const NAME: &'static str = "Turn";
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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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// State chain that results in the turn completing
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if state_context.get_current_animation_frame()
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<= state_context
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@@ -42,23 +42,22 @@ impl FighterStateImpl for TurnState {
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}
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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::Turn, false);
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*state_context.facing_direction = state_context.facing_direction.reverse();
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}
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fn update(&mut self, state_context: &mut super::FighterStateContext) {
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let friction = if state_context.velocity.x.abs()
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> state_context.fighter_manifest.attributes.max_walk_vel
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{
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state_context.fighter_manifest.attributes.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_manifest.attributes.ground_friction
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};
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fn update(&mut self, state_context: &mut UpdateContext) {
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let friction =
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if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
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state_context.fighter_attributes.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_attributes.ground_friction
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};
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let ground_velocity = state_context.velocity.x;
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@@ -73,7 +72,7 @@ impl FighterStateImpl for TurnState {
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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 GroundedMotionResult::InAir =
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ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
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@@ -86,7 +85,7 @@ impl FighterStateImpl for TurnState {
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}
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pub fn check_input(
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state_context: &FighterStateContext,
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state_context: &InterruptContext,
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grounded_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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