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Author SHA1 Message Date
EIREXE 7271d02e29 Fix warnings and increase recursion
CI / production-build (pull_request) Successful in 11m5s
CI / build-and-test (pull_request) Successful in 1m58s
2026-09-26 19:37:18 +02:00
EIREXE 866a9c7500 Implement filled gizmos 2026-09-26 19:32:09 +02:00
EIREXE 90412fa80d Add the ability to pause singleplayer matches (#68)
CI / build-and-test (push) Successful in 1m54s
CI / production-build (push) Successful in 11m11s
Reviewed-on: #68
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 16:25:36 +00:00
EIREXE 94e292026e Fix fighter visuals after landing snap (#67)
CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 11m8s
## Summary

- Mark landing position corrections as presentation discontinuities.
- Render and frame fighters from the current position for the snap frame.
- Keep previous translation history unchanged for gameplay collision and attack logic.

Reviewed-on: #67
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 15:54:25 +00:00
EIREXE 62aa598324 Make triggers be bound to airdodge on non-gamecube controllers (#66)
CI / build-and-test (push) Successful in 1m51s
CI / production-build (push) Successful in 11m10s
Reviewed-on: #66
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 13:07:11 +00:00
EIREXE a58b5eeec7 Allow airborne fighters to pass through platforms while holding down (#65)
CI / build-and-test (push) Successful in 1m50s
CI / production-build (push) Canceled after 18s
## Summary
- Ignore soft-platform collision while an airborne fighter holds down.
- Preserve existing momentum and collision with solid floors.
- Add regression coverage for soft and solid platform behavior.

Reviewed-on: #65
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 12:07:38 +00:00
EIREXE 615872f29c Implement being able to drop through soft platforms (#64)
CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 10m53s
Reviewed-on: #64
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 10:38:51 +00:00
EIREXE 66a817cd05 Add mechanism to ignore platforms (#63)
CI / build-and-test (push) Successful in 1m30s
CI / production-build (push) Successful in 10m48s
Reviewed-on: #63
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 21:43:49 +00:00
EIREXE 946bbc4cbd Implement crouching (#62)
CI / build-and-test (push) Successful in 1m29s
CI / production-build (push) Successful in 10m48s
Reviewed-on: #62
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 18:14:09 +00:00
EIREXE b56b7b0421 Merge pull request 'Add shifting ECB based on bone positions (melee-like)' (#61) from ecb into master
CI / build-and-test (push) Successful in 1m32s
CI / production-build (push) Successful in 11m4s
Reviewed-on: #61
2026-09-25 14:42:54 +00:00
EIREXE 84e731fbc8 Fix various runtime shenanigans
CI / build-and-test (pull_request) Successful in 1m32s
CI / production-build (pull_request) Successful in 10m22s
2026-09-25 16:29:11 +02:00
EIREXE 65727ed04f Remove gizmo shenanigans 2026-09-25 16:00:21 +02:00
29 changed files with 1259 additions and 80 deletions
+9 -5
View File
@@ -5,7 +5,7 @@ use bevy_ggrs::GgrsFrameTiming;
use crate::{
debug_tools::DebugSettings,
fighter::{manifest::FighterManifest, motion::sample_presentation_translation},
fighter::{manifest::FighterManifest, motion::{sample_presentation_translation_with_snap, FighterPresentationSnap}},
stage::manifest::StageCameraProfile,
};
@@ -313,6 +313,7 @@ fn update_match_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&mut FighterCameraExtents,
),
With<crate::player::Player>,
@@ -329,16 +330,17 @@ fn update_match_camera(
let subjects = fighters
.iter_mut()
.map(
|(translation, previous_translation, fighter, facing, mut extents)| {
|(translation, previous_translation, fighter, facing, presentation_snap, mut extents)| {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
fighter_subject_bounds(
sample_presentation_translation(
sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
),
manifest.camera,
*facing,
@@ -465,6 +467,7 @@ fn debug_draw_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&FighterCameraExtents,
),
With<crate::player::Player>,
@@ -486,15 +489,16 @@ fn debug_draw_camera(
Color::srgb(1.0, 0.5, 0.0),
);
draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
for (translation, previous_translation, fighter, _facing, extents) in &fighters {
for (translation, previous_translation, fighter, _facing, presentation_snap, extents) in &fighters {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let center = sample_presentation_translation(
let center = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
) + Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
draw_rectangle(
&mut gizmos,
+2 -2
View File
@@ -153,7 +153,7 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.hitboxes.clone());
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface);
entity.insert(saved.surface.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
@@ -187,7 +187,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: *fighter.get::<FighterSurfaceState>()?,
surface: fighter.get::<FighterSurfaceState>()?.clone(),
})
}
+5
View File
@@ -84,6 +84,11 @@ pub enum AnimKind {
AirDodge,
Fall,
Turn,
CrouchEnter,
CrouchIdle,
CrouchExit,
PlatformPass,
FlinchGround,
FlinchAir,
-1
View File
@@ -605,7 +605,6 @@ impl Plugin for FighterAttackPlugin {
intersect_attacks_with_hurtboxes,
)
.chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
.in_set(GameplaySet::Attacks),
);
}
+5 -2
View File
@@ -219,6 +219,7 @@ mod tests {
second.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[first, second],
@@ -239,6 +240,7 @@ mod tests {
hand.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
@@ -266,9 +268,9 @@ mod tests {
let parents = [None, Some(0)];
let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
let capacities = matrices.buffer_capacities();
matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
assert_eq!(capacities, matrices.buffer_capacities());
}
@@ -281,6 +283,7 @@ mod tests {
hand.translate(FGVec3::lit("0", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
+12
View File
@@ -71,6 +71,7 @@ pub struct FighterBoneMatrices {
local_matrices: Vec<FixedMat4>,
previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>,
}
#[derive(Component, Clone, Debug, Default)]
@@ -138,6 +139,7 @@ impl FighterBoneMatrices {
}
pub(super) fn set_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
@@ -166,6 +168,7 @@ impl FighterBoneMatrices {
self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len());
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
let animation_changed = self.presentation_kind != Some(kind);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
@@ -189,6 +192,14 @@ impl FighterBoneMatrices {
model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
}),
);
// A state transition is a discontinuity, not an animation frame to
// interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately.
if animation_changed {
self.previous_local_matrices
.clone_from(&self.local_matrices);
}
self.presentation_kind = Some(kind);
}
}
@@ -218,6 +229,7 @@ pub fn update_fighter_bone_matrices(
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
matrices.set_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
+138 -1
View File
@@ -4,7 +4,7 @@ use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
use crate::math::segment::FGSegment2d;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageCollision, StageLineID};
use crate::stage::line::{StageCollision, StageLineID, StagePolyType};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -44,6 +44,8 @@ pub fn air_collide_with_stage(
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
@@ -54,6 +56,10 @@ pub fn air_collide_with_stage(
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
(
@@ -76,3 +82,134 @@ pub fn air_collide_with_stage(
.max_by(|(_, a), (_, b)| a.cmp(b))
.map(|(result, _)| result)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::{FighterECB, FighterPreviousECB};
use crate::stage::line::{StagePoly, StagePolyLineSegmentType, StagePolyType};
fn horizontal_platform(y: &str) -> StagePoly {
StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("-2", y), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", y), StagePolyLineSegmentType::Floor),
],
)
}
fn solid_floor() -> StagePoly {
StagePoly::build(
StagePolyType::Closed,
&[
(FGVec2::lit("-2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "-2"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("-2", "-2"), StagePolyLineSegmentType::Wall),
],
)
}
#[test]
fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[1],
false,
)
.expect("the non-ignored platform should still be collidable");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
#[test]
fn airborne_collision_skips_soft_platforms_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
assert!(air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.is_none());
}
#[test]
fn airborne_collision_still_hits_solid_floors_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![solid_floor()],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.expect("solid floors remain collidable while passing down");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
}
+56 -24
View File
@@ -1,10 +1,9 @@
//! Fighter debug views: gizmos and the egui inspector window.
use std::sync::OnceLock;
use bevy::color::palettes::css::ORANGE;
use bevy::{color::palettes::css::YELLOW, prelude::*};
use bevy_egui::{EguiContexts, egui};
use bevy::color::palettes::css::{ORANGE, ORANGE_RED, WHITE};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
use crate::fighter::animation::FighterAnimationFrame;
@@ -15,18 +14,19 @@ use crate::fighter::attack::{
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::errors::FighterErrors;
use crate::fighter::hurtbox::FixedAffineCapsule;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::{FighterState, air};
use crate::fighter::state::{air, FighterState};
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
use crate::filled_gizmos::FilledGizmos;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
pub fn debug_draw_ecb(
@@ -37,17 +37,27 @@ pub fn debug_draw_ecb(
&FighterPreviousTranslation,
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs {
gizmos.cross(
FGVec3::new(trf.0.x, trf.0.y, FGi32::ZERO).to_vec3(),
2.0,
bevy::color::palettes::css::BLUE,
);
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num::<f32>(),
trf_prev.y.to_num(),
0.0,
));
filled_gizmos.polygon(&prev_transformed, ORANGE_RED);
let transformed =
ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
gizmos.lineloop(transformed, YELLOW);
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num(),
trf_prev.y.to_num(),
-0.1,
));
gizmos.lineloop(prev_transformed, ORANGE);
filled_gizmos.polygon(&transformed, ORANGE);
gizmos.lineloop(transformed, WHITE);
}
}
pub fn fighter_debug(
@@ -153,7 +163,14 @@ pub fn fighter_debug(
Ok(())
}
pub fn animation_debug(query: Query<(&FighterTranslation, &FighterFacingDirection, &FighterBoneMatrices)>, mut gizmos: Gizmos) {
pub fn animation_debug(
query: Query<(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
)>,
mut gizmos: Gizmos,
) {
for (global_transform, facing_dir, matrices) in query {
let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4();
@@ -169,15 +186,23 @@ pub fn animation_debug(query: Query<(&FighterTranslation, &FighterFacingDirectio
}
}
pub fn hurtbox_debug(query: Query<&FighterSolvedHurtboxes>, mut gizmos: Gizmos) {
pub fn hurtbox_debug(
query: Query<&FighterSolvedHurtboxes>,
mut filled_gizmos: FilledGizmos,
) {
for hurtboxes in &query {
for hurtbox in &hurtboxes.0 {
draw_affine_capsule(&mut gizmos, hurtbox.capsule, YELLOW);
filled_gizmos.affine_capsule(
hurtbox.capsule.transform.to_mat4(),
hurtbox.capsule.radius.to_num(),
hurtbox.capsule.half_length.to_num(),
Color::srgba(1.0, 1.0, 0.0, 0.75),
);
}
}
}
fn draw_affine_capsule(
/*fn draw_affine_capsule(
gizmos: &mut Gizmos,
capsule: FixedAffineCapsule,
color: impl Into<Color> + Copy,
@@ -199,9 +224,9 @@ fn draw_affine_capsule(
for &(start, end) in &wireframe.lines {
gizmos.line(vertices[start], vertices[end], color);
}
}
}*/
struct CapsuleWireVertex {
/*struct CapsuleWireVertex {
direction: Vec3,
center_sign: f32,
}
@@ -209,9 +234,9 @@ struct CapsuleWireVertex {
struct CapsuleWireframe {
vertices: Vec<CapsuleWireVertex>,
lines: Vec<(usize, usize)>,
}
}*/
fn capsule_wireframe() -> &'static CapsuleWireframe {
/*fn capsule_wireframe() -> &'static CapsuleWireframe {
const RESOLUTION: usize = 16;
const HEMISPHERE_STEPS: usize = 4;
static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new();
@@ -292,7 +317,7 @@ fn capsule_wireframe() -> &'static CapsuleWireframe {
CapsuleWireframe { vertices, lines }
})
}
}*/
#[cfg(test)]
mod capsule_debug_tests {
@@ -312,7 +337,7 @@ mod capsule_debug_tests {
assert!(marker.abs_diff_eq(Vec3::new(3.0, 4.0, 3.0), 1e-5));
}
#[test]
/*#[test]
fn capsule_wireframe_caps_extend_in_opposite_directions() {
let wireframe = capsule_wireframe();
let lower: Vec<_> = wireframe
@@ -330,7 +355,7 @@ mod capsule_debug_tests {
assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0));
assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y));
assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y));
}
}*/
}
pub fn attack_debug(
@@ -342,6 +367,7 @@ pub fn attack_debug(
&FighterAnimationFrame,
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) {
for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
if let Some(active_attack) = &hitboxes.0 {
@@ -368,6 +394,12 @@ pub fn attack_debug(
capsule_draw_trf.to_isometry(),
bevy::color::palettes::css::RED,
);
filled_gizmos.capsule(
capsule_draw_trf.to_isometry(),
solved_hitbox.capsule.radius.to_num(),
length * 0.5,
Color::srgba(1.0, 0.0, 0.0, 0.18),
);
gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
gizmos.cross(end, 1.0, bevy::color::palettes::css::GREEN);
+3 -7
View File
@@ -80,13 +80,10 @@ pub fn update_ecb(
&FighterTranslation,
&FighterFacingDirection,
)>,
mut gizmos: Gizmos
) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
let trf = translation.get_3d_transform(facing_dir);
gizmos.cross(trf.get_translation().to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
@@ -108,14 +105,12 @@ pub fn update_ecb(
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining } = *surface_state {
ecb_lock_frames_remaining
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining, .. } = surface_state {
*ecb_lock_frames_remaining
} else {
0
};
dbg!(ecb_lock_frames_remaining);
ecb.top = top;
if ecb_lock_frames_remaining == 0 {
@@ -134,6 +129,7 @@ pub fn update_ecb(
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states {
state.tick_ecb_lock();
state.tick_ignored_polygons();
}
}
+17 -4
View File
@@ -29,7 +29,8 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
FighterPresentationSnap, FighterPreviousFacingDirection, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
pub use surface::FighterSurfaceState;
@@ -147,6 +148,10 @@ impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FighterAttackPlugin)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
motion::clear_fighter_presentation_snaps.in_set(GameplaySet::Input),
)
.add_systems(
GgrsSchedule,
(
@@ -171,10 +176,15 @@ impl Plugin for FighterPlugin {
)*/
.add_systems(
GgrsSchedule,
(ecb::update_ecb, state::state_collision_interrupt_system, ecb::decrement_ecb_lockout).chain().in_set(GameplaySet::Collision),
(
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::update_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
)
.add_systems(
Update,
PostUpdate,
(
motion::apply_fighter_translation_to_visuals,
animation::apply_animation,
@@ -197,11 +207,13 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.checksum_component_with_hash::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterPresentationSnap>()
.checksum_component_with_hash::<FighterPresentationSnap>()
.rollback_component_with_copy::<FighterPreviousFacingDirection>()
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_copy::<FighterSurfaceState>()
.rollback_component_with_clone::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
@@ -299,6 +311,7 @@ pub fn spawn_fighter(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
+42 -2
View File
@@ -21,6 +21,11 @@ pub struct FighterVelocity(pub FGVec2);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
pub struct FighterPreviousTranslation(pub FGVec2);
/// Marks a simulation frame whose position changed discontinuously for
/// presentation purposes (for example, a landing correction).
#[derive(Component, Default, Clone, Copy, Hash, Debug, PartialEq, Eq)]
pub struct FighterPresentationSnap(pub bool);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
#[require(FighterPreviousTranslation)]
pub struct FighterTranslation(pub FGVec2);
@@ -52,10 +57,31 @@ pub fn sample_presentation_translation(
}
}
pub fn sample_presentation_translation_with_snap(
previous: FighterPreviousTranslation,
current: FighterTranslation,
overstep_fraction: f32,
mode: PresentationMotionMode,
snapped: FighterPresentationSnap,
) -> Vec2 {
if snapped.0 {
Vec2::new(current.x.to_num(), current.y.to_num())
} else {
sample_presentation_translation(previous, current, overstep_fraction, mode)
}
}
pub fn clear_fighter_presentation_snaps(mut fighters: Query<&mut FighterPresentationSnap>) {
for mut snap in &mut fighters {
snap.0 = false;
}
}
pub fn apply_fighter_translation_to_visuals(
query: Query<(
&FighterTranslation,
&FighterPreviousTranslation,
&FighterPresentationSnap,
&FighterHitstopShake,
&mut Transform,
)>,
@@ -64,12 +90,13 @@ pub fn apply_fighter_translation_to_visuals(
game_settings: Res<GameSettings>,
) {
let overstep_fraction = timing.overstep_fraction();
for (translation, previous_translation, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation(
for (translation, previous_translation, presentation_snap, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
overstep_fraction,
debug_settings.motion_sampling,
*presentation_snap,
);
transform.translation = Vec3::new(
translation.x,
@@ -169,6 +196,19 @@ mod tests {
assert_eq!(position, Vec2::new(7.0, 14.0));
}
#[test]
fn presentation_translation_uses_current_sample_after_snap() {
let position = sample_presentation_translation_with_snap(
FighterPreviousTranslation(FGVec2::new(FGi32::lit("2"), FGi32::lit("4"))),
FighterTranslation(FGVec2::new(FGi32::lit("6"), FGi32::lit("12"))),
0.25,
PresentationMotionMode::Extrapolation,
FighterPresentationSnap(true),
);
assert_eq!(position, Vec2::new(6.0, 12.0));
}
#[test]
fn snapshot_fighter_motion_copies_current_world_state() {
let mut world = World::new();
+1
View File
@@ -123,6 +123,7 @@ pub fn collision_interrupt(
ctx.ecb.left -= diff;
ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position;
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id);
Some(FighterState::Land(LandingState::create(landing_type)))
}
+160
View File
@@ -0,0 +1,160 @@
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::FighterSurfaceState;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ground::{
grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts,
};
use crate::fighter::state::platform_pass::PlatformPassState;
use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
use crate::input::FighterCommands;
use crate::stage::line::StagePolyType;
#[derive(Debug, Clone, Hash)]
pub enum CrouchSubState {
Entering { pass_queued: bool },
Idle,
Exiting,
}
#[derive(Debug, Clone, Hash)]
pub struct CrouchState {
sub_state: CrouchSubState,
}
pub fn crouch_idle_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else {
None
}
}
pub fn crouch_entering_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else {
None
}
}
impl FighterStateImpl for CrouchState {
const NAME: &'static str = "Crouch";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = grounded_movement_common_interrupts(state_context) {
return Some(state);
}
match self.sub_state {
CrouchSubState::Entering { pass_queued } => {
// pass
if let FighterSurfaceState::Grounded { line_id } = state_context.surface {
if let Some(stage_poly) = state_context
.stage_collision
.stage_polys
.get(line_id.polygon)
{
let is_inputting_crouch = -state_context.game_settings.input_common.run_stick_threshold > state_context.input.get_last_frame().movement.y;
let is_on_a_soft_platform = matches!(stage_poly.poly_type, StagePolyType::Platform);
if pass_queued && is_inputting_crouch && is_on_a_soft_platform
{
return Some(FighterState::PlatformPass(PlatformPassState::new(
AirborneStateCommon::default(),
line_id.polygon,
)));
}
}
}
// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
if state_context.is_current_animation_finished() {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Idle,
}));
} else {
return crouch_entering_interrupts(state_context);
}
}
CrouchSubState::Idle => {
if state_context.input.get_last_frame().movement.y
> -state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Exiting,
}));
} else {
return crouch_idle_interrupts(state_context);
}
}
CrouchSubState::Exiting => {
if state_context.is_current_animation_finished() {
return grounded_movement_standstill_common_interrupts(state_context);
} else {
return crouch_idle_interrupts(state_context);
}
}
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.sub_state {
CrouchSubState::Entering { .. } => {
state_context.play_animation(AnimKind::CrouchEnter, false);
}
CrouchSubState::Idle => {
state_context.play_animation(AnimKind::CrouchIdle, true);
}
CrouchSubState::Exiting => {
state_context.play_animation(AnimKind::CrouchExit, false);
}
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let CrouchSubState::Entering {
pass_queued,
} = &mut self.sub_state
{
if state_context
.input
.has_command(FighterCommands::SmashMoveDown)
{
state_context
.input
.clear_command(FighterCommands::SmashMoveDown);
*pass_queued = true;
}
}
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.y <= -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Entering { pass_queued: false },
}));
}
None
}
+12 -2
View File
@@ -3,8 +3,7 @@
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait,
walk,
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -249,6 +248,7 @@ mod tests {
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterSurfaceState};
use crate::stage::line::StagePolyType;
use crate::input::FighterInput;
fn two_segment_floor() -> StagePoly {
StagePoly::build(
@@ -376,15 +376,19 @@ mod tests {
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
@@ -427,15 +431,19 @@ mod tests {
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
@@ -461,6 +469,8 @@ pub fn grounded_movement_standstill_common_interrupts(
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = crouch::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context) {
+33 -2
View File
@@ -20,6 +20,7 @@ use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterPresentationSnap,
};
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings;
@@ -41,6 +42,8 @@ pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod crouch;
pub mod platform_pass;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
@@ -126,7 +129,9 @@ pub struct InterruptContext<'a> {
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
}
impl InterruptContext<'_> {
@@ -147,8 +152,10 @@ pub struct EnterContext<'a> {
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub facing_direction: &'a mut FighterFacingDirection,
pub animation_frame: &'a mut FighterAnimationFrame,
pub surface: &'a mut FighterSurfaceState,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
}
impl EnterContext<'_> {
@@ -159,6 +166,7 @@ impl EnterContext<'_> {
pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState,
}
pub struct UpdateContext<'a> {
@@ -186,24 +194,32 @@ impl UpdateContext<'_> {
pub struct CollisionContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a FighterPreviousTranslation,
pub input: &'a FighterInput,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub downward_stick_threshold: FGi32,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = self.input.get_last_frame().movement.y
<= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
self.prev_ecb,
self.ecb,
self.stage_collision,
&ignored_polys,
ignore_soft_platforms,
)
}
}
@@ -211,6 +227,8 @@ impl CollisionContext<'_> {
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
PlatformPass => platform_pass::PlatformPassState,
Crouch => crouch::CrouchState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState,
@@ -228,6 +246,7 @@ fighter_states! {
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub presentation_snap: &'static mut FighterPresentationSnap,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
@@ -264,6 +283,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
@@ -272,6 +292,8 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
game_settings,
fighter_attributes: attributes,
animation,
surface: &self.surface,
stage_collision,
}
}
@@ -279,6 +301,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
&'a mut self,
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
game_settings: &'a GameSettings,
) -> EnterContext<'a> {
EnterContext {
input: &mut self.input,
@@ -288,14 +311,17 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
stale_move_queue: &mut self.stale_move_queue,
facing_direction: &mut self.facing_direction,
animation_frame: &mut self.animation_frame,
surface: &mut self.surface,
fighter_attributes: attributes,
attack_script_assets,
game_settings
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
hitboxes: &mut self.hitboxes,
surface: &mut self.surface,
}
}
@@ -331,12 +357,15 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
presentation_snap: &mut self.presentation_snap,
input: &self.input,
velocity: &mut self.velocity,
surface: &mut self.surface,
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
}
}
}
@@ -403,7 +432,7 @@ fn transition_state(
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
*current = next;
info!("{} -> {}", old_name, new_name);
}
@@ -413,6 +442,7 @@ pub fn state_interrupt_system(
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
stage_collision: Res<StageCollision>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -486,6 +516,7 @@ pub fn state_interrupt_system(
animations,
&baked_animations,
&manifest.attributes,
&stage_collision
))
};
+61
View File
@@ -0,0 +1,61 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{ExitContext, FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct PlatformPassState {
airborne_state_common: AirborneStateCommon,
ignored_polygon: usize,
}
impl PlatformPassState {
pub fn new(airborne_state_common: AirborneStateCommon, ignored_polygon: usize) -> Self {
Self {
airborne_state_common,
ignored_polygon
}
}
}
impl FighterStateImpl for PlatformPassState {
const NAME: &'static str = "PlatformPass";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.surface.ignore_polygon(self.ignored_polygon, state_context.game_settings.fighter_common.platform_pass_platform_ignore_duration_frames);
state_context.velocity.y = state_context.game_settings.fighter_common.platform_pass_initial_downwards_velocity;
state_context.play_animation(AnimKind::PlatformPass, false);
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.surface.clear_polygon_ignore(self.ignored_polygon);
}
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+108 -11
View File
@@ -1,6 +1,6 @@
use bevy::prelude::*;
use crate::{stage::line::StageLineID};
use crate::stage::line::StageLineID;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy {
@@ -15,10 +15,17 @@ pub enum EcbLockPolicy {
/// This is physics state rather than fighter-state-machine state. Keeping it
/// separate means grounded, landing, and hitstun states all share one source
/// of truth for stage contact.
#[derive(Component, Clone, Copy, Debug, Hash, PartialEq, Eq)]
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct IgnoredPolygon {
pub polygon: usize,
pub frames_remaining: u32,
}
#[derive(Component, Clone, Debug, Hash, PartialEq, Eq)]
pub enum FighterSurfaceState {
Airborne {
ecb_lock_frames_remaining: u32
ecb_lock_frames_remaining: u32,
ignored_polys: Vec<IgnoredPolygon>,
},
Grounded {
line_id: StageLineID,
@@ -28,20 +35,21 @@ pub enum FighterSurfaceState {
impl Default for FighterSurfaceState {
fn default() -> Self {
Self::Airborne {
ecb_lock_frames_remaining: 0
ecb_lock_frames_remaining: 0,
ignored_polys: vec![],
}
}
}
impl FighterSurfaceState {
pub fn is_grounded(self) -> bool {
pub fn is_grounded(&self) -> bool {
matches!(self, Self::Grounded { .. })
}
pub fn line_id(self) -> Option<StageLineID> {
pub fn line_id(&self) -> Option<StageLineID> {
match self {
Self::Airborne { .. } => None,
Self::Grounded { line_id } => Some(line_id),
Self::Grounded { line_id } => Some(*line_id),
}
}
@@ -49,13 +57,54 @@ impl FighterSurfaceState {
*self = Self::Grounded { line_id };
}
pub fn clear_polygon_ignore(&mut self, polygon: usize) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
ignored_polys.retain(|element| element.polygon != polygon);
}
pub fn ignore_polygon(&mut self, polygon: usize, duration_frames: u32) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
if duration_frames == 0 {
return;
}
if let Some(ignored) = ignored_polys.iter_mut().find(|ignored| ignored.polygon == polygon) {
ignored.frames_remaining = duration_frames;
} else {
ignored_polys.push(IgnoredPolygon {
polygon,
frames_remaining: duration_frames,
});
}
}
pub fn is_polygon_ignored(&self, polygon: usize) -> bool {
matches!(self, Self::Airborne { ignored_polys, .. }
if ignored_polys.iter().any(|ignored| ignored.polygon == polygon))
}
pub(crate) fn ignored_polygon_ids(&self) -> Vec<usize> {
match self {
Self::Airborne { ignored_polys, .. } => {
ignored_polys.iter().map(|ignored| ignored.polygon).collect()
}
Self::Grounded { .. } => vec![],
}
}
pub(crate) fn apply_airborne_policy(
&mut self,
policy: EcbLockPolicy,
ecb_lock_duration: u32,
) {
let current_lock = match *self {
Self::Airborne { ecb_lock_frames_remaining } => ecb_lock_frames_remaining,
let current_lock = match self {
Self::Airborne { ecb_lock_frames_remaining, .. } => *ecb_lock_frames_remaining,
Self::Grounded { .. } => 0,
};
let ecb_lock_frames_remaining = match policy {
@@ -65,14 +114,27 @@ impl FighterSurfaceState {
EcbLockPolicy::Preserve => current_lock,
EcbLockPolicy::Clear => 0,
};
*self = Self::Airborne { ecb_lock_frames_remaining };
let ignored_polys = match self {
Self::Airborne { ignored_polys, .. } => ignored_polys.clone(),
Self::Grounded { .. } => vec![],
};
*self = Self::Airborne { ecb_lock_frames_remaining, ignored_polys };
}
pub(crate) fn tick_ecb_lock(&mut self) {
if let Self::Airborne { ecb_lock_frames_remaining } = self {
if let Self::Airborne { ecb_lock_frames_remaining, .. } = self {
*ecb_lock_frames_remaining = ecb_lock_frames_remaining.saturating_sub(1);
}
}
pub(crate) fn tick_ignored_polygons(&mut self) {
if let Self::Airborne { ignored_polys, .. } = self {
for ignored in ignored_polys.iter_mut() {
ignored.frames_remaining = ignored.frames_remaining.saturating_sub(1);
}
ignored_polys.retain(|ignored| ignored.frames_remaining > 0);
}
}
}
#[cfg(test)]
@@ -109,6 +171,7 @@ mod tests {
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 4,
ignored_polys: vec![],
}
);
}
@@ -124,7 +187,41 @@ mod tests {
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 5,
ignored_polys: vec![],
}
);
}
#[test]
fn ignored_polygon_expires_after_requested_frames() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(!surface.is_polygon_ignored(3));
}
#[test]
fn ignoring_polygon_refreshes_existing_entry() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
surface.ignore_polygon(3, 5);
surface.tick_ignored_polygons();
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
}
#[test]
fn airborne_policy_preserves_ignored_polygons_and_landing_clears_them() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3));
surface.land(StageLineID { polygon: 0, segment: 0 });
assert!(!surface.is_polygon_ignored(3));
}
}
+30
View File
@@ -0,0 +1,30 @@
#import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip}
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material_color: vec4<f32>;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var output: VertexOutput;
output.clip_position = mesh_position_local_to_clip(
get_world_from_local(vertex.instance_index),
vec4<f32>(vertex.position, 1.0),
);
output.color = vertex.color;
return output;
}
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
return material_color * input.color;
}
+417
View File
@@ -0,0 +1,417 @@
//! Immediate-mode filled debug geometry.
//!
//! Unlike Bevy's line-only `Gizmos`, this collects triangles into one dynamic
//! mesh. It is intended for small, transient debug overlays rather than game
//! geometry.
use std::f32::consts::{FRAC_PI_2, PI, TAU};
use bevy::{
asset::{load_internal_asset, uuid_handle, RenderAssetUsages},
camera::visibility::NoFrustumCulling,
ecs::system::SystemParam,
mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
render::render_resource::{
AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
},
shader::ShaderRef,
};
const SPHERE_SECTORS: usize = 16;
const SPHERE_STACKS: usize = 8;
const CAPSULE_SECTORS: usize = 16;
const CAPSULE_HEMISPHERE_STEPS: usize = 4;
#[derive(Default)]
struct FilledGizmoGeometry {
positions: Vec<[f32; 3]>,
normals: Vec<[f32; 3]>,
colors: Vec<[f32; 4]>,
indices: Vec<u32>,
}
#[derive(Resource, Default)]
struct FilledGizmoBuffer {
/// Geometry requested by the current schedule invocation.
pending: FilledGizmoGeometry,
/// The last completed fixed-timestep geometry. This is retained between
/// render frames, just like Bevy's fixed-timestep gizmos.
retained: FilledGizmoGeometry,
mesh: Option<Handle<Mesh>>,
fixed_commit: bool,
}
/// Immediate-mode API for drawing filled debug shapes.
#[derive(SystemParam)]
pub struct FilledGizmos<'w> {
buffer: ResMut<'w, FilledGizmoBuffer>,
}
impl FilledGizmos<'_> {
/// Draw a filled planar polygon. Vertices must be ordered around the
/// perimeter and the polygon must be convex.
pub fn polygon(&mut self, vertices: &[Vec3], color: impl Into<Color> + Copy) {
if vertices.len() < 3 {
return;
}
let color = color.into().to_linear().to_f32_array();
let normal = (vertices[1] - vertices[0])
.cross(vertices[2] - vertices[0])
.normalize_or_zero();
let base = self.buffer.pending.positions.len() as u32;
for &vertex in vertices {
self.push_vertex(vertex, normal, color);
}
for index in 2..vertices.len() as u32 {
self.buffer
.pending
.indices
.extend([base, base + index - 1, base + index]);
}
}
pub fn sphere(&mut self, isometry: Isometry3d, radius: f32, color: impl Into<Color> + Copy) {
if radius <= 0.0 {
return;
}
let color = color.into().to_linear().to_f32_array();
let base = self.buffer.pending.positions.len() as u32;
for stack in 0..=SPHERE_STACKS {
let latitude = PI * 0.5 - stack as f32 * PI / SPHERE_STACKS as f32;
let (sin_lat, cos_lat) = latitude.sin_cos();
for sector in 0..=SPHERE_SECTORS {
let longitude = sector as f32 * TAU / SPHERE_SECTORS as f32;
let (sin_lon, cos_lon) = longitude.sin_cos();
let normal = Vec3::new(cos_lat * cos_lon, sin_lat, cos_lat * sin_lon);
self.push_vertex(
isometry.transform_point(normal * radius).into(),
isometry.rotation * normal,
color,
);
}
}
let stride = SPHERE_SECTORS + 1;
for stack in 0..SPHERE_STACKS {
for sector in 0..SPHERE_SECTORS {
let a = base + (stack * stride + sector) as u32;
let b = a + stride as u32;
self.buffer
.pending
.indices
.extend([a, b, a + 1, a + 1, b, b + 1]);
}
}
}
pub fn capsule(
&mut self,
isometry: Isometry3d,
radius: f32,
half_length: f32,
color: impl Into<Color> + Copy,
) {
let transform = Mat4::from_scale_rotation_translation(
Vec3::ONE,
isometry.rotation,
isometry.translation.into(),
);
self.affine_capsule(transform, radius, half_length, color);
}
/// Draw a capsule transformed by an arbitrary affine transform.
pub fn affine_capsule(
&mut self,
transform: Mat4,
radius: f32,
half_length: f32,
color: impl Into<Color> + Copy,
) {
if radius <= 0.0 {
return;
}
let color = color.into().to_linear().to_f32_array();
let base = self.buffer.pending.positions.len() as u32;
let mut rings = Vec::new();
for step in 1..=CAPSULE_HEMISPHERE_STEPS {
let angle = -FRAC_PI_2 + step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
rings.push((
radius * angle.cos(),
-half_length + radius * angle.sin(),
angle.sin(),
));
}
rings.push((radius, half_length, 0.0));
for step in 1..CAPSULE_HEMISPHERE_STEPS {
let angle = step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
rings.push((
radius * angle.cos(),
half_length + radius * angle.sin(),
angle.sin(),
));
}
let mut ring_indices = Vec::new();
let bottom_pole = self.push_capsule_vertex(
&mut ring_indices,
transform,
Vec3::NEG_Y,
-half_length,
radius,
color,
);
for &(ring_radius, y, normal_y) in &rings {
let mut ring = Vec::with_capacity(CAPSULE_SECTORS);
for sector in 0..CAPSULE_SECTORS {
let angle = sector as f32 * TAU / CAPSULE_SECTORS as f32;
let (sin, cos) = angle.sin_cos();
let normal = Vec3::new(
cos * (1.0 - normal_y * normal_y).sqrt(),
normal_y,
sin * (1.0 - normal_y * normal_y).sqrt(),
);
ring.push(self.push_transformed_vertex(
transform,
Vec3::new(cos * ring_radius, y, sin * ring_radius),
normal,
color,
));
}
ring_indices.push(ring);
}
let top_pole = self.push_capsule_vertex(
&mut ring_indices,
transform,
Vec3::Y,
half_length,
radius,
color,
);
for sector in 0..CAPSULE_SECTORS {
let next = (sector + 1) % CAPSULE_SECTORS;
self.buffer.pending.indices.extend([
bottom_pole,
ring_indices[0][next],
ring_indices[0][sector],
]);
for ring in ring_indices.windows(2) {
self.buffer.pending.indices.extend([
ring[0][sector],
ring[0][next],
ring[1][sector],
ring[1][sector],
ring[0][next],
ring[1][next],
]);
}
let last = ring_indices.len() - 1;
self.buffer.pending.indices.extend([
ring_indices[last][sector],
ring_indices[last][next],
top_pole,
]);
}
// Keep the base used by this shape observable to avoid accidental
// future changes making the generated indices refer to another shape.
debug_assert!(base <= bottom_pole);
}
fn push_capsule_vertex(
&mut self,
_rings: &mut Vec<Vec<u32>>,
transform: Mat4,
normal: Vec3,
y: f32,
radius: f32,
color: [f32; 4],
) -> u32 {
self.push_transformed_vertex(
transform,
Vec3::new(0.0, y + normal.y * radius, 0.0),
normal,
color,
)
}
fn push_transformed_vertex(
&mut self,
transform: Mat4,
position: Vec3,
normal: Vec3,
color: [f32; 4],
) -> u32 {
let transformed_normal = transform
.inverse()
.transpose()
.transform_vector3(normal)
.normalize_or_zero();
let index = self.buffer.pending.positions.len() as u32;
self.push_vertex(
transform.transform_point3(position),
transformed_normal,
color,
);
index
}
fn push_vertex(&mut self, position: Vec3, normal: Vec3, color: [f32; 4]) {
self.buffer.pending.positions.push(position.to_array());
self.buffer.pending.normals.push(normal.to_array());
self.buffer.pending.colors.push(color);
}
}
pub struct FilledGizmosPlugin;
const FILLED_GIZMO_SHADER_HANDLE: Handle<Shader> =
uuid_handle!("0e4a979f-ea11-4e5a-91cd-19c89d4e9b53");
/// A deliberately minimal material: unlike `StandardMaterial`, its fragment
/// shader writes vertex colors directly and therefore bypasses PBR lighting
/// and camera tonemapping.
#[derive(Asset, AsBindGroup, Reflect, Clone, Debug)]
struct FilledGizmoMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for FilledGizmoMaterial {
fn vertex_shader() -> ShaderRef {
FILLED_GIZMO_SHADER_HANDLE.clone().into()
}
fn fragment_shader() -> ShaderRef {
FILLED_GIZMO_SHADER_HANDLE.clone().into()
}
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
fn enable_prepass() -> bool {
false
}
fn enable_shadows() -> bool {
false
}
fn specialize(
_pipeline: &MaterialPipeline,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.vertex.buffers = vec![layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
])?];
descriptor.primitive.cull_mode = None;
Ok(())
}
}
impl Plugin for FilledGizmosPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
FILLED_GIZMO_SHADER_HANDLE,
"filled_gizmo.wgsl",
Shader::from_wgsl
);
app.add_plugins(MaterialPlugin::<FilledGizmoMaterial>::default())
.init_resource::<FilledGizmoBuffer>()
.add_systems(Startup, setup_filled_gizmo_mesh)
.add_systems(FixedFirst, begin_fixed_filled_gizmos)
.add_systems(FixedLast, commit_fixed_filled_gizmos)
.add_systems(Last, upload_filled_gizmo_mesh);
}
}
fn setup_filled_gizmo_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<FilledGizmoMaterial>>,
mut buffer: ResMut<FilledGizmoBuffer>,
) {
let mesh = meshes.add(
Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3])
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3])
.with_inserted_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3])
.with_inserted_indices(Indices::U32(vec![0, 1, 2])),
);
let material = materials.add(FilledGizmoMaterial {
color: LinearRgba::WHITE,
});
commands.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(material),
NoFrustumCulling,
));
buffer.mesh = Some(mesh);
}
fn begin_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
buffer.pending = FilledGizmoGeometry::default();
buffer.fixed_commit = false;
}
fn commit_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
let pending = std::mem::take(&mut buffer.pending);
buffer.pending = std::mem::replace(&mut buffer.retained, pending);
buffer.fixed_commit = true;
}
fn upload_filled_gizmo_mesh(
mut meshes: ResMut<Assets<Mesh>>,
mut buffer: ResMut<FilledGizmoBuffer>,
) {
// No fixed tick and no render-frame requests means the existing mesh is
// already the correct image. In particular, do not replace it with the
// empty placeholder between fixed updates.
if !buffer.fixed_commit && buffer.pending.positions.is_empty() {
return;
}
let Some(handle) = buffer.mesh.clone() else {
return;
};
let (positions, normals, colors, indices) = if buffer.fixed_commit {
// Retained geometry must remain in the CPU-side buffer after upload;
// otherwise the next render frame would have nothing to draw.
(
buffer.retained.positions.clone(),
buffer.retained.normals.clone(),
buffer.retained.colors.clone(),
buffer.retained.indices.clone(),
)
} else {
(
std::mem::take(&mut buffer.pending.positions),
std::mem::take(&mut buffer.pending.normals),
std::mem::take(&mut buffer.pending.colors),
std::mem::take(&mut buffer.pending.indices),
)
};
if let Some(mut mesh) = meshes.get_mut(&handle) {
if positions.is_empty() {
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3]);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3]);
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3]);
mesh.insert_indices(Indices::U32(vec![0, 1, 2]));
} else {
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
mesh.insert_indices(Indices::U32(indices));
}
}
buffer.pending = FilledGizmoGeometry::default();
buffer.fixed_commit = false;
}
+3 -1
View File
@@ -39,7 +39,9 @@ pub struct FighterSettingsCommon {
/// Maximum angle changed caused by directional influence
pub di_max_angle: FGi32,
pub leave_ground_ecb_frame_lock_duration: u32
pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
+2
View File
@@ -233,6 +233,8 @@ pub fn postprocess_input(
input.clear_command(FighterCommands::SmashMoveUp);
input.clear_command(FighterCommands::SmashMoveDown);
input.frames_in_y_flick_deadzone = 0xFF;
let command_to_set = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
+2 -3
View File
@@ -116,13 +116,12 @@ impl Plugin for FighterInputPlugin {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
},
// shield/airdodge -- both shoulder buttons, Melee-style
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger),
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger),
binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
action: InputMapAction::Shield,
},
// attack
+4
View File
@@ -21,6 +21,8 @@
//! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed.
#![recursion_limit = "512"]
use bevy::{
asset::processor::{AssetProcessor, ProcessorState},
prelude::*,
@@ -42,6 +44,7 @@ pub mod blend_asset;
pub mod camera;
pub mod debug_tools;
pub mod fighter;
pub mod filled_gizmos;
pub mod game_settings;
pub mod input;
pub mod match_loading;
@@ -114,6 +117,7 @@ impl Plugin for GamePlugin {
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
filled_gizmos::FilledGizmosPlugin,
fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin,
+59 -3
View File
@@ -1,9 +1,14 @@
//! Rollback-simulated state for an active match.
use bevy::input::InputSystems;
use bevy::prelude::*;
use bevy_ggrs::prelude::*;
use bevy_ggrs::{RunGgrsSystems, prelude::*};
use crate::match_loading::{MatchConfig, MatchRules};
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
netcode::session::SessionConfig,
};
#[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)]
pub struct MatchState {
@@ -19,6 +24,11 @@ pub struct PlayerMatchState {
pub deaths: u32,
}
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct PauseState {
pub paused: bool,
}
impl MatchState {
pub fn from_config(config: &MatchConfig) -> Self {
let stocks_remaining = match &config.rules {
@@ -46,10 +56,56 @@ pub struct MatchRuntimePlugin;
impl Plugin for MatchRuntimePlugin {
fn build(&self, app: &mut App) {
app.rollback_resource_with_clone::<MatchState>()
.checksum_resource_with_hash::<MatchState>();
.checksum_resource_with_hash::<MatchState>()
.init_resource::<PauseState>()
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
);
}
}
pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
fn toggle_pause(
key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
session: Res<SessionConfig>,
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
if session.is_multiplayer() {
return;
}
let pressed = key.just_pressed(KeyCode::Escape)
|| gamepads
.iter()
.any(|gamepad| gamepad.just_pressed(GamepadButton::Start));
if !pressed {
return;
}
pause.paused = !pause.paused;
virtual_time.toggle();
}
fn reset_pause(
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
pause.paused = false;
virtual_time.unpause();
}
#[cfg(test)]
mod tests {
use super::*;
+1 -1
View File
@@ -226,7 +226,7 @@ fn gamepad_input(
input.accept.accumulate(&status);
}
MenuInputMapAction::Start => {
input.accept.accumulate(&status);
input.start.accumulate(&status);
}
}
}
+17
View File
@@ -42,6 +42,15 @@ pub enum SessionConfigError {
}
impl SessionConfig {
/// Returns whether this match has more than one remote participant.
pub fn is_multiplayer(&self) -> bool {
self.players.len() > 1
|| self
.players
.iter()
.any(|player| matches!(player, PlayerConnection::Remote(_)))
}
pub fn from_args(args: &Args, player_count: usize) -> Result<Self, SessionConfigError> {
if player_count == 0 {
return Err(SessionConfigError::NoPlayers);
@@ -196,6 +205,13 @@ mod tests {
config.players,
[PlayerConnection::Local, PlayerConnection::Local]
);
assert!(config.is_multiplayer());
}
#[test]
fn single_local_player_is_not_multiplayer() {
let config = SessionConfig::from_args(&args(&["game", "--players", "1"]), 1).unwrap();
assert!(!config.is_multiplayer());
}
#[test]
@@ -207,6 +223,7 @@ mod tests {
.unwrap();
assert!(matches!(config.players[0], PlayerConnection::Local));
assert!(matches!(config.players[1], PlayerConnection::Remote(_)));
assert!(config.is_multiplayer());
}
#[test]
+3 -3
View File
@@ -19,10 +19,10 @@ pub enum GameplaySet {
StateUpdate,
/// Integrate velocities into positions.
Physics,
/// Solve collision boxes
Animation,
/// Resolve the integrated positions against the stage.
Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks
Attacks,
}
@@ -40,8 +40,8 @@ impl Plugin for GameplaySchedulePlugin {
GameplaySet::Interrupt,
GameplaySet::StateUpdate,
GameplaySet::Physics,
GameplaySet::Collision,
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks,
)
.chain(),
+1 -1
View File
@@ -34,7 +34,7 @@ pub struct StageLineID {
#[derive(Reflect, Clone, Default)]
pub struct StagePoly {
poly_type: StagePolyType,
pub poly_type: StagePolyType,
pub segments: Vec<StagePolyLineSegment>,
}
+53 -2
View File
@@ -3,7 +3,7 @@ use bevy::prelude::*;
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
match_runtime::MatchState,
match_runtime::{MatchState, PauseState},
};
pub mod battle_ui;
@@ -11,6 +11,9 @@ pub mod errors;
pub mod fighter_info;
pub mod stock_icon;
#[derive(Component)]
pub struct PauseOverlay;
#[derive(Default)]
pub struct InGameUIPlugin;
@@ -32,6 +35,54 @@ impl Plugin for InGameUIPlugin {
}
}),
),
);
)
.add_systems(Update, sync_pause_overlay);
}
}
pub fn sync_pause_overlay(
pause: Res<PauseState>,
overlay: Query<Entity, With<PauseOverlay>>,
mut commands: Commands,
) {
if !pause.is_changed() {
return;
}
if pause.paused {
if overlay.is_empty() {
commands.spawn((
PauseOverlay,
Node {
position_type: PositionType::Absolute,
left: px(0),
right: px(0),
top: px(0),
bottom: px(0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.7)),
ZIndex(100),
children![
(
Text::new("Paused"),
TextFont::from_font_size(crate::menus::style::H1_SIZE as f32),
TextColor(Color::WHITE),
),
(
Text::new("Press Esc or Start to resume"),
TextFont::from_font_size(crate::menus::style::TEXT_SIZE as f32),
TextColor(Color::WHITE),
),
],
));
}
} else {
for entity in &overlay {
commands.entity(entity).despawn();
}
}
}