Spread state context architecture (Fixes #18) (#30)
CI / build-and-test (push) Canceled after 0s

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:
2026-09-15 17:59:03 +00:00
committed by EIREXE
parent 43a04e9491
commit b8b65e60e9
15 changed files with 384 additions and 302 deletions
+16 -17
View File
@@ -1,4 +1,4 @@
use super::{FighterStateContext, FighterStateImpl};
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
@@ -12,7 +12,7 @@ pub struct TurnState {
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// State chain that results in the turn completing
if state_context.get_current_animation_frame()
<= state_context
@@ -42,23 +42,22 @@ impl FighterStateImpl for TurnState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Turn, false);
*state_context.facing_direction = state_context.facing_direction.reverse();
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
fn update(&mut self, state_context: &mut UpdateContext) {
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
state_context.fighter_attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -73,7 +72,7 @@ impl FighterStateImpl for TurnState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
@@ -86,7 +85,7 @@ impl FighterStateImpl for TurnState {
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();