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Author SHA1 Message Date
EIREXE 2c68e1fb55 Fix fighter visuals after landing snap
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2026-09-26 17:40:52 +02:00
EIREXE 62aa598324 Make triggers be bound to airdodge on non-gamecube controllers (#66)
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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
7 changed files with 72 additions and 11 deletions
+9 -5
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@@ -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,
+9 -1
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@@ -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,
(
@@ -202,6 +207,8 @@ 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>()
@@ -304,6 +311,7 @@ pub fn spawn_fighter(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
+42 -2
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@@ -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
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@@ -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)))
}
+5
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@@ -248,6 +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(
@@ -375,6 +376,7 @@ 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,
@@ -385,6 +387,7 @@ mod tests {
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
@@ -428,6 +431,7 @@ 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,
@@ -438,6 +442,7 @@ mod tests {
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
+4
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@@ -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;
@@ -200,6 +201,7 @@ pub struct CollisionContext<'a> {
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,
}
@@ -244,6 +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,
@@ -354,6 +357,7 @@ 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,
+2 -3
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@@ -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