Add airdodge

This commit is contained in:
2026-08-26 22:04:41 +02:00
parent d9222409ce
commit e7e744f15e
12 changed files with 137 additions and 5 deletions
+1
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@@ -89,4 +89,5 @@ pub enum AnimKind {
JumpForward,
JumpBack,
Landing,
AirDodge,
}
+4
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@@ -35,6 +35,10 @@ pub struct FighterAttributes {
pub terminal_velocity: FGi32,
pub gravity: FGi32,
pub air_friction: FGi32,
pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32
}
impl FighterAttributes {
+70
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@@ -0,0 +1,70 @@
use std::time::Duration;
use bevy::prelude::*;
use crate::{fighter::{
animation::AnimKind, collision, state::{
FighterState, FighterStateContext, FighterStateImpl, air, dash, fall::FallState, ground::{self, GroundedMotionResult, GroundedStateCommon}, land::LandingState, wait::WaitState, walk,
},
}, input};
#[derive(Debug, Clone, Hash)]
pub struct AirDodgeState {
pub duration_counter: u32,
}
impl FighterStateImpl for AirDodgeState {
const NAME: &'static str = "AirDodge";
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
if self.duration_counter >= state_context.fighter_attribs.air_dodge_duration {
Some(FighterState::Fall(FallState))
} else {
None
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
self.duration_counter += 1;
state_context.velocity.0 *= state_context.fighter_attribs.air_dodge_decay;
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState { grounded_common, duration_counter: 0 }))
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::AirDodge],
Duration::ZERO,
);
state_context.velocity.0 = state_context.input.get_last_frame().movement.normalize_or_zero() * state_context.fighter_attribs.air_dodge_velocity;
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
state_context.input.has_command(input::FighterCommands::Shield).then(||
FighterState::AirDodge(AirDodgeState { duration_counter: 0 })
)
}
+3 -3
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@@ -5,7 +5,7 @@ use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind, collision, state::{
FighterState, FighterStateContext, FighterStateImpl, air, fall::FallState, ground::{self, GroundedMotionResult, GroundedStateCommon}, land::LandingState,
FighterState, FighterStateContext, FighterStateImpl, air, air_dodge, fall::FallState, ground::{self, GroundedMotionResult, GroundedStateCommon}, land::LandingState,
},
}, input::FighterCommands,
};
@@ -98,8 +98,8 @@ impl FighterStateImpl for JumpSquatState {
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, _state_context: &FighterStateContext) -> Option<FighterState> {
None
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
air_dodge::check_input(state_context)
}
fn update(&mut self, state_context: &mut FighterStateContext) {
+3 -1
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@@ -24,6 +24,7 @@ pub mod run;
pub mod wait;
pub mod walk;
pub mod land;
pub mod air_dodge;
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
@@ -95,7 +96,8 @@ fighter_states! {
Fall => fall::FallState,
JumpSquat => jump::JumpSquatState,
Jump => jump::JumpState,
Land => land::LandingState
Land => land::LandingState,
AirDodge => air_dodge::AirDodgeState
}
#[derive(QueryData)]
+11
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@@ -19,6 +19,7 @@ pub enum FighterCommands {
SmashMoveLeft,
SmashMoveRight,
Jump,
Shield,
}
/// Frames of life remaining for each buffered command. Indexed by
@@ -28,6 +29,7 @@ pub struct FighterCommandLifetimes {
smash_move_left: u8,
smash_move_right: u8,
jump: u8,
shield: u8,
}
impl Index<FighterCommands> for FighterCommandLifetimes {
@@ -38,6 +40,7 @@ impl Index<FighterCommands> for FighterCommandLifetimes {
FighterCommands::SmashMoveLeft => &self.smash_move_left,
FighterCommands::SmashMoveRight => &self.smash_move_right,
FighterCommands::Jump => &self.jump,
FighterCommands::Shield => &self.shield,
}
}
}
@@ -48,6 +51,7 @@ impl IndexMut<FighterCommands> for FighterCommandLifetimes {
FighterCommands::SmashMoveLeft => &mut self.smash_move_left,
FighterCommands::SmashMoveRight => &mut self.smash_move_right,
FighterCommands::Jump => &mut self.jump,
FighterCommands::Shield => &mut self.shield,
}
}
}
@@ -133,6 +137,13 @@ pub fn postprocess_input(
);
}
if !input.prev_frame.shield && input.current_frame.shield {
input.set_lifetime(
FighterCommands::Shield,
game_settings.input_common.input_buffer_size,
);
}
if x_abs >= axis_threshold && input.frames_in_smash_move_deadzone <= frame_threshold {
input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight);
+1
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@@ -9,4 +9,5 @@ pub struct FighterInputFrame {
pub movement: FGVec2,
pub directional_attack: FGVec2,
pub jump: bool,
pub shield: bool,
}
+1
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@@ -45,6 +45,7 @@ pub fn preprocess_keyboard_input(
input_frame.movement.y += (sign) * action_strength
}
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO,
}
}
+1
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@@ -19,6 +19,7 @@ pub enum InputMapAction {
MovementXDir(i32),
MovementYDir(i32),
Jump,
Shield,
}
#[derive(Debug)]
+15
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@@ -39,11 +39,26 @@ impl Plugin for FighterInputPlugin {
key: KeyCode::KeyA,
action: InputMapAction::MovementXDir(-1),
},
// up
KeyboardInputMapElement {
key: KeyCode::KeyW,
action: InputMapAction::MovementYDir(1),
},
// down
KeyboardInputMapElement {
key: KeyCode::KeyS,
action: InputMapAction::MovementYDir(-1),
},
// jump
KeyboardInputMapElement {
key: KeyCode::Space,
action: InputMapAction::Jump,
},
// shield/airdodge
KeyboardInputMapElement {
key: KeyCode::ShiftLeft,
action: InputMapAction::Shield,
},
],
})
.add_systems(ReadInputs, keyboard::preprocess_keyboard_input)
+8
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@@ -57,6 +57,13 @@ pub enum AppState {
MatchLoadFailed,
}
pub fn show_gamepads(q: Query<(&Name, &Gamepad)>) {
info!("GP:");
for (name, gp) in q {
info!("Gamepad detected: {}", name);
}
}
/// Your game's Bevy plugin. The editor finds it by this name (override
/// with `plugin = "..."` in jackdaw.toml) and runs it on Play; the
/// standalone binary adds it in `main.rs`.
@@ -99,6 +106,7 @@ impl Plugin for GamePlugin {
.on_failure_continue_to_state(AppState::CommonAssetLoadFailed)
.load_collection::<fighter::manifest::FighterManifestAssets>(),
)
.add_systems(Startup, show_gamepads)
.add_systems(
OnEnter(AppState::PrepareFighterManifests),
fighter::manifest::prepare_fighter_manifests,
+19 -1
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@@ -2,7 +2,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use fixed::types::I32F32;
use serde::{Deserialize, Serialize};
use std::ops::{Add, AddAssign, Div, Mul, Sub};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub};
use super::int::{FGWide, FGi32};
@@ -221,6 +221,24 @@ impl AddAssign for FGVec2 {
}
}
impl MulAssign for FGVec2 {
fn mul_assign(&mut self, rhs: Self) {
*self = Self {
x: self.x * rhs.x,
y: self.y * rhs.y,
}
}
}
impl MulAssign<FGi32> for FGVec2 {
fn mul_assign(&mut self, rhs: FGi32) {
*self = Self {
x: self.x * rhs,
y: self.y * rhs,
}
}
}
#[cfg(test)]
mod is_normalized_tests {
use super::*;