Add animation baking system

This commit is contained in:
2026-08-28 23:05:36 +02:00
parent c1315e09b6
commit c3f1074fe1
30 changed files with 1200 additions and 244 deletions
+67 -51
View File
@@ -47,10 +47,11 @@ impl JumpSquatState {
impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
// Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir = state_context
.input
.get_last_frame()
@@ -71,7 +72,9 @@ impl FighterStateImpl for JumpSquatState {
duration_counter: 0,
direction: wavedash_dir.normalize_or_zero(),
}))
} else if self.duration_counter >= state_context.fighter_attribs.jumpsquat_duration {
} else if self.duration_counter
>= state_context.fighter_manifest.attributes.jumpsquat_duration
{
info!("Jump {}", state_context.input.get_last_frame().jump);
let jump_type = if state_context.input.get_last_frame().jump {
JumpType::LongJump
@@ -87,16 +90,17 @@ impl FighterStateImpl for JumpSquatState {
fn update(&mut self, state_context: &mut FighterStateContext) {
self.duration_counter += 1;
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
state_context.fighter_attribs.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
};
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
};
let ground_velocity = state_context.velocity.x;
@@ -123,18 +127,14 @@ impl FighterStateImpl for JumpSquatState {
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::JumpSquat],
Duration::ZERO,
);
state_context.play_animation(AnimKind::JumpSquat, false);
state_context.input.clear_command(FighterCommands::Jump);
}
}
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
@@ -145,10 +145,13 @@ impl FighterStateImpl for JumpState {
}
fn update(&mut self, state_context: &mut FighterStateContext) {
air::integrate_gravity(state_context.velocity, state_context.fighter_attribs);
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
air::apply_air_drift(
state_context.velocity,
state_context.fighter_attribs,
&state_context.fighter_manifest.attributes,
state_context.input,
);
air::apply_air_motion(
@@ -168,51 +171,64 @@ impl FighterStateImpl for JumpState {
if movement_stick_x.is_zero()
|| movement_stick_x.signum() == state_context.facing_direction.to_sign()
{
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::JumpForward],
Duration::ZERO,
);
state_context.play_animation(AnimKind::JumpForward, false);
} else {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::JumpBack],
Duration::ZERO,
);
state_context.play_animation(AnimKind::JumpBack, false);
}
}
JumpType::DoubleJump => {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::DoubleJump],
Duration::ZERO,
);
state_context.play_animation(AnimKind::DoubleJump, false);
}
}
let vertical_vel = match self.jump_type {
JumpType::ShortHop => state_context.fighter_attribs.short_hop_vertical_velocity,
JumpType::LongJump => state_context.fighter_attribs.full_jump_vertical_velocity,
JumpType::ShortHop => {
state_context
.fighter_manifest
.attributes
.short_hop_vertical_velocity
}
JumpType::LongJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
}
JumpType::DoubleJump => {
state_context.fighter_attribs.full_jump_vertical_velocity
* state_context.fighter_attribs.air_jump_multiplier
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
* state_context
.fighter_manifest
.attributes
.air_jump_multiplier
}
};
match self.jump_type {
JumpType::ShortHop | JumpType::LongJump => {
state_context.velocity.x +=
state_context.fighter_attribs.jump_horizontal_velocity * movement_stick_x;
state_context.velocity.x += state_context
.fighter_manifest
.attributes
.jump_horizontal_velocity
* movement_stick_x;
}
JumpType::DoubleJump => {
state_context.velocity.x =
state_context.fighter_attribs.air_jump_horizontal_velocity * movement_stick_x;
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.air_jump_horizontal_velocity
* movement_stick_x;
}
};
state_context.velocity.y = vertical_vel;
state_context.velocity.x +=
state_context.fighter_attribs.jump_horizontal_velocity * movement_stick_x;
state_context.velocity.x += state_context
.fighter_manifest
.attributes
.jump_horizontal_velocity
* movement_stick_x;
}
fn check_collision_interrupt(
@@ -245,13 +261,13 @@ pub fn check_input(
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
}
pub fn check_input_double_jump(
state_context: &FighterStateContext
) -> Option<FighterState> {
pub fn check_input_double_jump(state_context: &FighterStateContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::Jump(JumpState{
jump_type: JumpType::DoubleJump
}))
.then(|| {
FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
})
})
}