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d1782afe51
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b56b7b0421 |
+1
-1
@@ -8,7 +8,7 @@ authors = [""]
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[features]
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default = ["development", "debug_features"]
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development = ["bevy/dynamic_linking", "bevy/file_watcher"]
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development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher"]
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debug_features = ["bevy/free_camera"]
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[dependencies]
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+9
-5
@@ -5,7 +5,7 @@ use bevy_ggrs::GgrsFrameTiming;
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use crate::{
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debug_tools::DebugSettings,
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fighter::{manifest::FighterManifest, motion::sample_presentation_translation},
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fighter::{manifest::FighterManifest, motion::{sample_presentation_translation_with_snap, FighterPresentationSnap}},
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stage::manifest::StageCameraProfile,
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};
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@@ -313,6 +313,7 @@ fn update_match_camera(
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&crate::fighter::motion::FighterPreviousTranslation,
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&crate::fighter::Fighter,
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&crate::fighter::FighterFacingDirection,
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&FighterPresentationSnap,
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&mut FighterCameraExtents,
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),
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With<crate::player::Player>,
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@@ -329,16 +330,17 @@ fn update_match_camera(
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let subjects = fighters
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.iter_mut()
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.map(
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|(translation, previous_translation, fighter, facing, mut extents)| {
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|(translation, previous_translation, fighter, facing, presentation_snap, mut extents)| {
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let manifest = manifests
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.get(&fighter.manifest)
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.expect("Fighter manifest should be valid");
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fighter_subject_bounds(
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sample_presentation_translation(
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sample_presentation_translation_with_snap(
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*previous_translation,
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*translation,
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timing.overstep_fraction(),
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debug_settings.motion_sampling,
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*presentation_snap,
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),
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manifest.camera,
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*facing,
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@@ -465,6 +467,7 @@ fn debug_draw_camera(
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&crate::fighter::motion::FighterPreviousTranslation,
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&crate::fighter::Fighter,
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&crate::fighter::FighterFacingDirection,
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&FighterPresentationSnap,
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&FighterCameraExtents,
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),
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With<crate::player::Player>,
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@@ -486,15 +489,16 @@ fn debug_draw_camera(
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Color::srgb(1.0, 0.5, 0.0),
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);
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draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
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for (translation, previous_translation, fighter, _facing, extents) in &fighters {
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for (translation, previous_translation, fighter, _facing, presentation_snap, extents) in &fighters {
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let manifest = manifests
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.get(&fighter.manifest)
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.expect("Fighter manifest should be valid");
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let center = sample_presentation_translation(
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let center = sample_presentation_translation_with_snap(
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*previous_translation,
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*translation,
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timing.overstep_fraction(),
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debug_settings.motion_sampling,
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*presentation_snap,
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) + Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
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draw_rectangle(
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&mut gizmos,
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@@ -109,7 +109,9 @@ impl FighterDebugRowKind {
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enum DebugFlag {
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Network,
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Ecb,
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BlastZones,
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StageCollision,
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SpawnPositions,
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AnimationBones,
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AttackHitboxes,
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Hurtboxes,
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@@ -173,6 +175,14 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
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label: "Stage collision",
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flag: DebugFlag::StageCollision,
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},
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DebugMenuEntry::Toggle {
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label: "Blast zones",
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flag: DebugFlag::BlastZones,
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},
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DebugMenuEntry::Toggle {
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label: "Spawn points",
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flag: DebugFlag::SpawnPositions,
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},
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DebugMenuEntry::GameSpeed {
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label: "Game speed",
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},
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@@ -243,7 +253,9 @@ pub struct DebugSettings {
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pub frame_stepping: bool,
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pub network: bool,
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pub ecb: bool,
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pub blast_zones: bool,
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pub stage_collision: bool,
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pub spawn_positions: bool,
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pub animation_bones: bool,
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pub attack_hitboxes: bool,
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pub hurtboxes: bool,
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@@ -264,7 +276,9 @@ impl Default for DebugSettings {
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frame_stepping: false,
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network: false,
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ecb: false,
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blast_zones: false,
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stage_collision: false,
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spawn_positions: false,
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animation_bones: false,
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attack_hitboxes: false,
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hurtboxes: false,
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@@ -328,6 +342,8 @@ impl DebugSettings {
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match flag {
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DebugFlag::Network => self.network,
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DebugFlag::Ecb => self.ecb,
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DebugFlag::BlastZones => self.blast_zones,
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DebugFlag::SpawnPositions => self.spawn_positions,
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DebugFlag::StageCollision => self.stage_collision,
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DebugFlag::AnimationBones => self.animation_bones,
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DebugFlag::AttackHitboxes => self.attack_hitboxes,
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@@ -342,7 +358,9 @@ impl DebugSettings {
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match flag {
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DebugFlag::Network => self.network = !self.network,
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DebugFlag::Ecb => self.ecb = !self.ecb,
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DebugFlag::BlastZones => self.blast_zones = !self.blast_zones,
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DebugFlag::StageCollision => self.stage_collision = !self.stage_collision,
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DebugFlag::SpawnPositions => self.spawn_positions = !self.spawn_positions,
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DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones,
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DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes,
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DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes,
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@@ -884,6 +902,14 @@ pub fn stage_collision_enabled(settings: Res<DebugSettings>) -> bool {
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settings.stage_collision
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}
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pub fn blast_zones_enabled(settings: Res<DebugSettings>) -> bool {
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settings.blast_zones
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}
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pub fn spawn_positions_enabled(settings: Res<DebugSettings>) -> bool {
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settings.spawn_positions
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}
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pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool {
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settings.animation_bones
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}
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@@ -1,22 +1,12 @@
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use bevy::prelude::*;
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use crate::{
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camera::MatchCamera,
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fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
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FighterTranslation, FighterVelocity,
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animation::FighterAnimationFrame,
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attack::{
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camera::MatchCamera, fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
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FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
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FighterSolvedHurtboxes, FighterStaleMoveQueue,
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},
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baked_animation::FighterBoneMatrices,
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state::FighterState,
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},
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input::FighterInput,
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player::Player,
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stage::line::StageCollision,
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}, baked_animation::FighterBoneMatrices, state::FighterState,
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}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
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};
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#[derive(Resource, Default)]
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@@ -29,6 +19,7 @@ struct Checkpoint {
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fighters: Vec<FighterCheckpoint>,
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stage_collision: StageCollision,
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pending_hits: FighterPendingHits,
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match_state: MatchState,
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}
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#[derive(Clone)]
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@@ -55,6 +46,8 @@ struct FighterCheckpoint {
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solved_hurtboxes: FighterSolvedHurtboxes,
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bone_matrices: FighterBoneMatrices,
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surface: FighterSurfaceState,
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pending_respawn: FighterPendingRespawn,
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invulnerability_state: FighterInvulnerabilityState,
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}
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pub(super) fn save_or_restore(world: &mut World) {
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@@ -99,10 +92,12 @@ pub(super) fn save_or_restore(world: &mut World) {
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checkpoint_fighters.push(checkpoint);
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}
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let pending_hits = world.resource::<FighterPendingHits>().clone();
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let match_state = world.resource::<MatchState>().clone();
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world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
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fighters: checkpoint_fighters,
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stage_collision,
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pending_hits,
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match_state,
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});
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info!("Saved debug game state");
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return;
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@@ -153,10 +148,13 @@ pub(super) fn save_or_restore(world: &mut World) {
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entity.insert(saved.hitboxes.clone());
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entity.insert(saved.solved_hurtboxes.clone());
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entity.insert(saved.bone_matrices.clone());
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entity.insert(saved.surface);
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entity.insert(saved.surface.clone());
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entity.insert(saved.pending_respawn.clone());
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entity.insert(saved.invulnerability_state.clone());
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}
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world.insert_resource(checkpoint.pending_hits.clone());
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world.insert_resource(checkpoint.stage_collision);
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world.insert_resource(checkpoint.match_state);
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for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
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match_camera.needs_snap = true;
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}
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@@ -187,7 +185,9 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
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hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
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solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
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bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
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surface: *fighter.get::<FighterSurfaceState>()?,
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surface: fighter.get::<FighterSurfaceState>()?.clone(),
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pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
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invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
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})
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}
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@@ -84,6 +84,11 @@ pub enum AnimKind {
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AirDodge,
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Fall,
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Turn,
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CrouchEnter,
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CrouchIdle,
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CrouchExit,
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PlatformPass,
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FlinchGround,
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FlinchAir,
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@@ -44,6 +44,9 @@ pub struct FighterAttributes {
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pub air_dodge_duration: u32,
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pub air_dodge_velocity: FGi32,
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pub air_dodge_decay: FGi32,
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pub air_dodge_intangible_duration: u32,
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pub air_dodge_intangible_start: u32,
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}
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impl FighterAttributes {
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@@ -8,7 +8,7 @@ pub use crate::math::fixed_transform::FixedMat4;
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use runtime::{
|
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BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
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update_fighter_bone_matrices,
|
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resample_fighter_bone_matrices, update_fighter_bone_matrices,
|
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};
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|
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pub const BAKED_ANIMATION_FPS: u32 = 60;
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@@ -275,6 +275,31 @@ mod tests {
|
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assert_eq!(capacities, matrices.buffer_capacities());
|
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}
|
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|
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#[test]
|
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fn same_frame_resample_preserves_previous_gameplay_pose() {
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let names = ["root".into()];
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let parents = [None];
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let mut pose_a = FixedMat4::IDENTITY;
|
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pose_a.translate(FGVec3::lit("1", "0", "0"));
|
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let mut pose_b = FixedMat4::IDENTITY;
|
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pose_b.translate(FGVec3::lit("2", "0", "0"));
|
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let mut snapped_pose = FixedMat4::IDENTITY;
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snapped_pose.translate(FGVec3::lit("3", "0", "0"));
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let mut matrices = FighterBoneMatrices::default();
|
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|
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matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
|
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matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
|
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matrices.resample_pose(
|
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AnimKind::Landing,
|
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&names,
|
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&parents,
|
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&[snapped_pose],
|
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FGi32::ONE,
|
||||
);
|
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|
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assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
|
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}
|
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|
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#[test]
|
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fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
|
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let mut root = FixedMat4::IDENTITY;
|
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|
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@@ -144,6 +144,27 @@ impl FighterBoneMatrices {
|
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parents: &[Option<usize>],
|
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local: &[FixedMat4],
|
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model_scale: FGi32,
|
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) {
|
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self.sample_pose(kind, bone_names, parents, local, model_scale, true);
|
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}
|
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pub(super) fn resample_pose(
|
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&mut self,
|
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kind: AnimKind,
|
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bone_names: &[String],
|
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parents: &[Option<usize>],
|
||||
local: &[FixedMat4],
|
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model_scale: FGi32,
|
||||
) {
|
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self.sample_pose(kind, bone_names, parents, local, model_scale, false);
|
||||
}
|
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fn sample_pose(
|
||||
&mut self,
|
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kind: AnimKind,
|
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bone_names: &[String],
|
||||
parents: &[Option<usize>],
|
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local: &[FixedMat4],
|
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model_scale: FGi32,
|
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advance_history: bool,
|
||||
) {
|
||||
assert_eq!(
|
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bone_names.len(),
|
||||
@@ -167,9 +188,11 @@ impl FighterBoneMatrices {
|
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self.local_matrices.reserve(local.len());
|
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self.previous_local_matrices.reserve(local.len());
|
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self.model_matrices.reserve(local.len());
|
||||
if advance_history {
|
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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);
|
||||
}
|
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let animation_changed = self.presentation_kind != Some(kind);
|
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self.local_matrices.clear();
|
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self.local_matrices.extend_from_slice(local);
|
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self.model_matrices.resize(local.len(), None);
|
||||
@@ -215,6 +238,56 @@ pub fn update_fighter_bone_matrices(
|
||||
manifests: Res<Assets<FighterManifest>>,
|
||||
) {
|
||||
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
|
||||
sample_fighter_bone_matrices(
|
||||
frame,
|
||||
animations,
|
||||
fighter,
|
||||
&mut matrices,
|
||||
&mut bone_indices,
|
||||
&baked_assets,
|
||||
&manifests,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Resamples the current pose after collision-driven state transitions without
|
||||
/// advancing the previous-frame pose used for swept gameplay volumes.
|
||||
pub fn resample_fighter_bone_matrices(
|
||||
mut fighters: Query<(
|
||||
&FighterAnimationFrame,
|
||||
&FighterAnimations,
|
||||
&Fighter,
|
||||
&mut FighterBoneMatrices,
|
||||
&mut FighterBoneIndexMap,
|
||||
)>,
|
||||
baked_assets: Res<Assets<BakedFighterAnimations>>,
|
||||
manifests: Res<Assets<FighterManifest>>,
|
||||
) {
|
||||
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
|
||||
sample_fighter_bone_matrices(
|
||||
frame,
|
||||
animations,
|
||||
fighter,
|
||||
&mut matrices,
|
||||
&mut bone_indices,
|
||||
&baked_assets,
|
||||
&manifests,
|
||||
false,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn sample_fighter_bone_matrices(
|
||||
frame: &FighterAnimationFrame,
|
||||
animations: &FighterAnimations,
|
||||
fighter: &Fighter,
|
||||
matrices: &mut FighterBoneMatrices,
|
||||
bone_indices: &mut FighterBoneIndexMap,
|
||||
baked_assets: &Assets<BakedFighterAnimations>,
|
||||
manifests: &Assets<FighterManifest>,
|
||||
advance_history: bool,
|
||||
) {
|
||||
let baked = baked_assets
|
||||
.get(&animations.baked)
|
||||
.expect("fighter baked animation asset should be loaded before the match starts");
|
||||
@@ -228,6 +301,7 @@ pub fn update_fighter_bone_matrices(
|
||||
let manifest = manifests
|
||||
.get(&fighter.manifest)
|
||||
.expect("fighter manifest should be loaded before the match starts");
|
||||
if advance_history {
|
||||
matrices.set_pose(
|
||||
frame.kind,
|
||||
&baked.bone_names,
|
||||
@@ -235,6 +309,15 @@ pub fn update_fighter_bone_matrices(
|
||||
pose,
|
||||
manifest.model_scale,
|
||||
);
|
||||
} else {
|
||||
matrices.resample_pose(
|
||||
frame.kind,
|
||||
&baked.bone_names,
|
||||
&baked.parents,
|
||||
pose,
|
||||
manifest.model_scale,
|
||||
);
|
||||
}
|
||||
if bone_indices.0.is_empty() {
|
||||
bone_indices.0.extend(
|
||||
baked
|
||||
@@ -245,7 +328,6 @@ pub fn update_fighter_bone_matrices(
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn resolve_model_transform(
|
||||
index: usize,
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
//! Various interactions with the blast zones
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{fighter::{FighterPendingRespawn, FighterTranslation, state::FighterState}, match_loading::MatchConfig, stage::manifest::{StageManifest, StageManifestRegistry}};
|
||||
|
||||
pub fn apply_blast_zones(
|
||||
stage_registry: Res<StageManifestRegistry>,
|
||||
stage_manifests: Res<Assets<StageManifest>>,
|
||||
match_config: Res<MatchConfig>,
|
||||
fighters: Query<(&FighterTranslation, &mut FighterPendingRespawn, &FighterState)>
|
||||
) {
|
||||
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
|
||||
return;
|
||||
};
|
||||
|
||||
for (translation, mut pending_respawn, state) in fighters {
|
||||
let is_off_the_left = translation.x < stage_manifest.blast_zone_top_left.x;
|
||||
let is_off_the_right = translation.x > stage_manifest.blast_zone_bottom_right.x;
|
||||
let is_off_the_top = translation.y > stage_manifest.blast_zone_top_left.y;
|
||||
let is_off_the_bottom = translation.y < stage_manifest.blast_zone_bottom_right.y;
|
||||
|
||||
if is_off_the_left || is_off_the_bottom || is_off_the_right {
|
||||
pending_respawn.0 = true;
|
||||
} else if is_off_the_top {
|
||||
let is_in_hitstun = matches!(state, FighterState::Hitstun(..));
|
||||
if is_in_hitstun {
|
||||
pending_respawn.0 = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+138
-1
@@ -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"));
|
||||
}
|
||||
}
|
||||
|
||||
+41
-23
@@ -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;
|
||||
@@ -15,14 +14,14 @@ 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;
|
||||
@@ -38,6 +37,7 @@ pub fn debug_draw_ecb(
|
||||
&FighterPreviousTranslation,
|
||||
)>,
|
||||
mut gizmos: Gizmos,
|
||||
mut filled_gizmos: FilledGizmos,
|
||||
) {
|
||||
for (ecb, trf, ecb_prev, trf_prev) in ecbs {
|
||||
gizmos.cross(
|
||||
@@ -46,15 +46,18 @@ pub fn debug_draw_ecb(
|
||||
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(
|
||||
@@ -183,15 +186,23 @@ pub fn animation_debug(
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
@@ -213,9 +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,
|
||||
}
|
||||
@@ -223,9 +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();
|
||||
@@ -306,7 +317,7 @@ fn capsule_wireframe() -> &'static CapsuleWireframe {
|
||||
|
||||
CapsuleWireframe { vertices, lines }
|
||||
})
|
||||
}
|
||||
}*/
|
||||
|
||||
#[cfg(test)]
|
||||
mod capsule_debug_tests {
|
||||
@@ -326,7 +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
|
||||
@@ -344,7 +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(
|
||||
@@ -356,6 +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 {
|
||||
@@ -382,6 +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
-2
@@ -105,8 +105,8 @@ 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
|
||||
};
|
||||
@@ -129,6 +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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+39
-7
@@ -20,6 +20,7 @@ pub mod motion;
|
||||
pub mod state;
|
||||
pub mod surface;
|
||||
pub mod visual;
|
||||
pub mod blast_zones;
|
||||
|
||||
// The fighter components are re-exported so the rest of the crate can say
|
||||
// `fighter::FighterVelocity` without caring which file it lives in. Named
|
||||
@@ -29,7 +30,8 @@ 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;
|
||||
|
||||
@@ -39,8 +41,8 @@ use crate::{
|
||||
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
|
||||
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
|
||||
FighterStaleMoveQueue,
|
||||
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
|
||||
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
|
||||
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
|
||||
}, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
|
||||
};
|
||||
use state::state_interrupt_system;
|
||||
|
||||
@@ -83,6 +85,14 @@ pub struct FighterHitstop {
|
||||
pub remaining_frames: u32,
|
||||
}
|
||||
|
||||
#[derive(Component, Default, Copy, Clone, Hash, PartialEq, Eq)]
|
||||
pub enum FighterInvulnerabilityState {
|
||||
#[default]
|
||||
Vulnerable,
|
||||
Invulnerable,
|
||||
Intangible
|
||||
}
|
||||
|
||||
impl FighterFacingDirection {
|
||||
fn reverse(&self) -> Self {
|
||||
match self {
|
||||
@@ -127,14 +137,20 @@ impl FighterFacingDirection {
|
||||
#[require(Transform)]
|
||||
pub struct FighterVisual;
|
||||
|
||||
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
|
||||
pub struct FighterPendingRespawn(bool);
|
||||
|
||||
#[derive(Component)]
|
||||
#[require(
|
||||
FighterStaleMoveQueue,
|
||||
FighterDamage,
|
||||
FighterPendingHitReaction,
|
||||
FighterPendingRespawn,
|
||||
FighterHitstop,
|
||||
FighterKnockbackVelocity,
|
||||
FighterTranslation
|
||||
FighterTranslation,
|
||||
FighterInvulnerabilityState,
|
||||
FighterInvulnerabilityVisualState,
|
||||
)]
|
||||
pub struct Fighter {
|
||||
pub manifest: Handle<FighterManifest>,
|
||||
@@ -147,6 +163,10 @@ 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,
|
||||
(
|
||||
@@ -172,8 +192,8 @@ impl Plugin for FighterPlugin {
|
||||
.add_systems(
|
||||
GgrsSchedule,
|
||||
(
|
||||
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
|
||||
baked_animation::update_fighter_bone_matrices,
|
||||
(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
|
||||
baked_animation::resample_fighter_bone_matrices,
|
||||
)
|
||||
.chain()
|
||||
.in_set(GameplaySet::Collision),
|
||||
@@ -202,19 +222,25 @@ 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>()
|
||||
.checksum_component_with_hash::<FighterDamage>()
|
||||
.rollback_component_with_clone::<FighterPendingHitReaction>()
|
||||
.checksum_component_with_hash::<FighterPendingHitReaction>()
|
||||
.rollback_component_with_copy::<FighterPendingRespawn>()
|
||||
.checksum_component_with_hash::<FighterPendingRespawn>()
|
||||
.rollback_component_with_copy::<FighterHitstop>()
|
||||
.checksum_component_with_hash::<FighterHitstop>()
|
||||
.rollback_component_with_copy::<FighterInvulnerabilityState>()
|
||||
.checksum_component_with_hash::<FighterInvulnerabilityState>()
|
||||
.rollback_component_with_copy::<FighterKnockbackVelocity>()
|
||||
.checksum_component_with_hash::<FighterKnockbackVelocity>()
|
||||
.rollback_resource_with_reflect::<StageCollision>()
|
||||
@@ -242,6 +268,9 @@ impl Plugin for FighterPlugin {
|
||||
.run_if(crate::debug_tools::attack_hitboxes_enabled)
|
||||
.run_if(in_state(AppState::InMatch)),
|
||||
)
|
||||
.add_systems(FixedPostUpdate,
|
||||
visual::update_status_colors.run_if(resource_exists::<GameSettings>)
|
||||
)
|
||||
.add_systems(
|
||||
FixedPostUpdate,
|
||||
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
|
||||
@@ -274,6 +303,7 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
|
||||
pub fn spawn_fighter(
|
||||
commands: &mut Commands,
|
||||
player_handle: usize,
|
||||
controller_port: usize,
|
||||
spawn_position: FGVec2,
|
||||
manifest: Handle<FighterManifest>,
|
||||
model_scale: FGi32,
|
||||
@@ -287,6 +317,7 @@ pub fn spawn_fighter(
|
||||
Name(format!("Fighter {player_handle}").into()),
|
||||
Player {
|
||||
handle: player_handle,
|
||||
controller_port,
|
||||
},
|
||||
Fighter { manifest: manifest },
|
||||
FighterFacingDirection::Right,
|
||||
@@ -304,6 +335,7 @@ pub fn spawn_fighter(
|
||||
FighterVelocity::default(),
|
||||
FighterTranslation(spawn_position),
|
||||
FighterPreviousTranslation(spawn_position),
|
||||
FighterPresentationSnap::default(),
|
||||
),
|
||||
visual_root,
|
||||
animations,
|
||||
|
||||
+42
-2
@@ -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();
|
||||
|
||||
@@ -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)))
|
||||
}
|
||||
|
||||
@@ -1,16 +1,13 @@
|
||||
use crate::{
|
||||
fighter::{
|
||||
animation::AnimKind,
|
||||
state::{
|
||||
FighterInvulnerabilityState, animation::AnimKind, state::{
|
||||
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||
UpdateContext,
|
||||
air::{self, AirborneStateCommon},
|
||||
fall::FallState,
|
||||
land::LandingType,
|
||||
},
|
||||
},
|
||||
input,
|
||||
math::vec::FGVec2,
|
||||
}, input, math::vec::FGVec2,
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
@@ -32,6 +29,12 @@ impl FighterStateImpl for AirDodgeState {
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
|
||||
if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
|
||||
*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
|
||||
} else if state_context.animation_frame > airdodge_intangible_end {
|
||||
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
|
||||
}
|
||||
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
|
||||
|
||||
air::apply_air_motion(
|
||||
@@ -62,6 +65,14 @@ impl FighterStateImpl for AirDodgeState {
|
||||
fn surface_policy(&self) -> super::SurfacePolicy {
|
||||
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
|
||||
}
|
||||
|
||||
fn on_exit(&mut self, state_context: &mut super::ExitContext) {
|
||||
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
|
||||
}
|
||||
|
||||
fn name(&self) -> String {
|
||||
Self::NAME.to_owned()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub struct AngelState {
|
||||
frames_remaining: u32
|
||||
}
|
||||
|
||||
impl AngelState {
|
||||
pub fn new(duration: u32) -> Self {
|
||||
Self {
|
||||
frames_remaining: duration
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl FighterStateImpl for AngelState {
|
||||
const NAME: &'static str = "Angel";
|
||||
|
||||
fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
|
||||
let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
|
||||
let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
|
||||
|
||||
if self.frames_remaining == 0 || moved_sideways || moved_vertically {
|
||||
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, _state_context: &mut super::UpdateContext) {
|
||||
self.frames_remaining = self.frames_remaining.saturating_sub(1);
|
||||
}
|
||||
|
||||
fn is_visually_grounded<'a>(&'a self) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::EnterContext) {
|
||||
state_context.play_animation(AnimKind::Wait, true);
|
||||
state_context.velocity.0 = FGVec2::ZERO;
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
_state_context: &mut super::CollisionContext,
|
||||
) -> Option<super::FighterState> {
|
||||
None
|
||||
}
|
||||
|
||||
fn surface_policy(&self) -> super::SurfacePolicy {
|
||||
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
@@ -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) {
|
||||
|
||||
+125
-13
@@ -15,21 +15,26 @@ use crate::fighter::baked_animation::BakedFighterAnimations;
|
||||
use crate::fighter::ecb::FighterPreviousECB;
|
||||
use crate::fighter::manifest::FighterManifest;
|
||||
use crate::fighter::state::hitstun::HitstunState;
|
||||
use crate::fighter::surface::EcbLockPolicy;
|
||||
use crate::fighter::visual::FighterAnimations;
|
||||
use crate::fighter::{
|
||||
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
|
||||
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
|
||||
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
|
||||
Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
|
||||
};
|
||||
use crate::fighter::surface::EcbLockPolicy;
|
||||
use crate::game_settings::GameSettings;
|
||||
use crate::input::FighterInput;
|
||||
use crate::match_loading::MatchConfig;
|
||||
use crate::match_runtime::MatchState;
|
||||
use crate::math::int::FGi32;
|
||||
use crate::math::vec::FGVec2;
|
||||
use crate::player::Player;
|
||||
use crate::scripting::FighterAttackScript;
|
||||
use crate::stage::line::StageCollision;
|
||||
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
|
||||
|
||||
pub mod air;
|
||||
pub mod air_dodge;
|
||||
pub mod angel;
|
||||
pub mod crouch;
|
||||
pub mod dash;
|
||||
pub mod fall;
|
||||
pub mod ground;
|
||||
@@ -37,6 +42,7 @@ pub mod ground_attack;
|
||||
pub mod hitstun;
|
||||
pub mod jump;
|
||||
pub mod land;
|
||||
pub mod platform_pass;
|
||||
pub mod run;
|
||||
pub mod turn;
|
||||
pub mod wait;
|
||||
@@ -126,7 +132,9 @@ 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 +155,10 @@ 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 +169,8 @@ impl EnterContext<'_> {
|
||||
|
||||
pub struct ExitContext<'a> {
|
||||
pub hitboxes: &'a mut FighterHitboxes,
|
||||
pub surface: &'a mut FighterSurfaceState,
|
||||
pub vulnerability: &'a mut FighterInvulnerabilityState,
|
||||
}
|
||||
|
||||
pub struct UpdateContext<'a> {
|
||||
@@ -169,6 +181,7 @@ pub struct UpdateContext<'a> {
|
||||
pub velocity: &'a mut FighterVelocity,
|
||||
pub surface: &'a mut FighterSurfaceState,
|
||||
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
|
||||
pub vulnerability: &'a mut FighterInvulnerabilityState,
|
||||
pub game_settings: &'a GameSettings,
|
||||
pub animation_frame: u32,
|
||||
pub fighter_attributes: &'a FighterAttributes,
|
||||
@@ -186,24 +199,32 @@ 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 +232,8 @@ 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,
|
||||
@@ -221,6 +244,7 @@ fighter_states! {
|
||||
Turn => turn::TurnState,
|
||||
GroundAttack => ground_attack::GroundAttackState,
|
||||
Hitstun => hitstun::HitstunState,
|
||||
Angel => angel::AngelState,
|
||||
}
|
||||
|
||||
#[derive(QueryData)]
|
||||
@@ -228,6 +252,7 @@ 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,
|
||||
@@ -238,6 +263,7 @@ pub struct FighterFrameQuery {
|
||||
pub prev_ecb: &'static FighterPreviousECB,
|
||||
pub facing_direction: &'static mut FighterFacingDirection,
|
||||
pub animation_frame: &'static mut FighterAnimationFrame,
|
||||
pub vulnerability: &'static mut FighterInvulnerabilityState,
|
||||
pub fighter: &'static Fighter,
|
||||
}
|
||||
|
||||
@@ -264,6 +290,7 @@ 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 +299,8 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
|
||||
game_settings,
|
||||
fighter_attributes: attributes,
|
||||
animation,
|
||||
surface: &self.surface,
|
||||
stage_collision,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -279,6 +308,7 @@ 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 +318,18 @@ 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,
|
||||
vulnerability: &mut self.vulnerability,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -316,6 +350,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
|
||||
knockback_velocity: &mut self.knockback_velocity,
|
||||
game_settings,
|
||||
animation_frame: self.animation_frame.frame,
|
||||
vulnerability: &mut self.vulnerability,
|
||||
fighter_attributes: attributes,
|
||||
attack_scripts,
|
||||
attack_script_assets,
|
||||
@@ -331,12 +366,17 @@ 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,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -349,9 +389,12 @@ pub struct StatefulFighterQuery {
|
||||
pub animations: &'static FighterAnimations,
|
||||
pub fighter: &'static Fighter,
|
||||
pub attack_script_assets: &'static FighterAttackScriptAssets,
|
||||
pub player: &'static Player,
|
||||
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
|
||||
pub hitstop: &'static mut FighterHitstop,
|
||||
pub hitstop_shake: &'static mut FighterHitstopShake,
|
||||
pub pending_respawn: &'static mut FighterPendingRespawn,
|
||||
pub damage: &'static mut FighterDamage,
|
||||
}
|
||||
|
||||
pub fn state_update_system(
|
||||
@@ -400,10 +443,12 @@ fn transition_state(
|
||||
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
|
||||
frame.surface.apply_airborne_policy(
|
||||
lock_policy,
|
||||
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
|
||||
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 +458,7 @@ 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 {
|
||||
@@ -424,6 +470,7 @@ pub fn state_interrupt_system(
|
||||
mut pending_hit_reaction,
|
||||
mut hitstop,
|
||||
mut hitstop_shake,
|
||||
..
|
||||
} = fighter;
|
||||
let manifest = fighter_manifests
|
||||
.get(&fighter.manifest)
|
||||
@@ -486,6 +533,7 @@ pub fn state_interrupt_system(
|
||||
animations,
|
||||
&baked_animations,
|
||||
&manifest.attributes,
|
||||
&stage_collision,
|
||||
))
|
||||
};
|
||||
|
||||
@@ -507,25 +555,89 @@ pub fn state_collision_interrupt_system(
|
||||
stage_collision: Res<StageCollision>,
|
||||
fighter_manifests: Res<Assets<FighterManifest>>,
|
||||
game_settings: Res<GameSettings>,
|
||||
match_config: Res<MatchConfig>,
|
||||
mut match_state: ResMut<MatchState>,
|
||||
stage_registry: Res<StageManifestRegistry>,
|
||||
stage_manifests: Res<Assets<StageManifest>>,
|
||||
) {
|
||||
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
|
||||
return;
|
||||
};
|
||||
|
||||
for fighter in &mut query {
|
||||
let StatefulFighterQueryItem {
|
||||
mut state,
|
||||
mut frame,
|
||||
fighter,
|
||||
attack_script_assets,
|
||||
hitstop,
|
||||
mut hitstop,
|
||||
mut pending_respawn,
|
||||
player,
|
||||
mut damage,
|
||||
..
|
||||
} = fighter;
|
||||
if hitstop.remaining_frames > 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let manifest = fighter_manifests
|
||||
.get(&fighter.manifest)
|
||||
.expect("Fighter manifest should be valid");
|
||||
let new_state =
|
||||
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
|
||||
|
||||
if pending_respawn.0 {
|
||||
**pending_respawn = false;
|
||||
let respawn_state = FighterState::Angel(angel::AngelState::new(60 * 3));
|
||||
|
||||
// Find the angel platform position
|
||||
let respawn_point = stage_manifest
|
||||
.respawn_points
|
||||
.get(player.controller_port % stage_manifest.respawn_points.len());
|
||||
|
||||
if let None = respawn_point {
|
||||
error!("Couldn't get a respawn point, falling back to the world origin");
|
||||
}
|
||||
|
||||
let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
|
||||
|
||||
frame.translation.0 = respawn_point;
|
||||
frame.presentation_snap.0 = true;
|
||||
|
||||
// Clear hitstop
|
||||
hitstop.remaining_frames = 0;
|
||||
|
||||
// subtract one stock
|
||||
|
||||
let player_state = match_state.players.get_mut(player.handle).expect(&format!(
|
||||
"Failed to get fighter for GGRS slot {} (controller port {})",
|
||||
player.handle, player.controller_port
|
||||
));
|
||||
|
||||
if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
|
||||
*stocks_remaining = stocks_remaining.saturating_sub(1);
|
||||
}
|
||||
|
||||
// reset percentage
|
||||
*damage = FighterDamage::default();
|
||||
|
||||
transition_state(
|
||||
&mut state,
|
||||
respawn_state,
|
||||
&mut frame,
|
||||
&manifest.attributes,
|
||||
attack_script_assets,
|
||||
&game_settings,
|
||||
);
|
||||
continue;
|
||||
}
|
||||
|
||||
if hitstop.remaining_frames > 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let new_state = state.check_collision_interrupt(
|
||||
&mut frame.collision_context(&stage_collision, &game_settings),
|
||||
);
|
||||
if let Some(new_state) = new_state {
|
||||
transition_state(
|
||||
&mut state,
|
||||
|
||||
@@ -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
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
+64
-1
@@ -1,4 +1,8 @@
|
||||
use crate::fighter::baked_animation::BakedFighterAnimations;
|
||||
use crate::{
|
||||
fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
|
||||
game_settings::GameSettings,
|
||||
materials::fighter_material::{FighterMaterial, FighterMesh},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component, Clone)]
|
||||
@@ -6,3 +10,62 @@ pub struct FighterAnimations {
|
||||
/// The single animation source for gameplay and the visual skeleton.
|
||||
pub baked: Handle<BakedFighterAnimations>,
|
||||
}
|
||||
|
||||
#[derive(Component, Clone, Default)]
|
||||
pub struct FighterInvulnerabilityVisualState {
|
||||
pub last_known_state: FighterInvulnerabilityState,
|
||||
pub frames_in_state: u32,
|
||||
}
|
||||
|
||||
pub fn update_status_colors(
|
||||
mut fighters: Query<(
|
||||
&FighterInvulnerabilityState,
|
||||
&mut FighterInvulnerabilityVisualState,
|
||||
)>,
|
||||
meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
|
||||
mut materials: ResMut<Assets<FighterMaterial>>,
|
||||
game_settings: Res<GameSettings>,
|
||||
) {
|
||||
for (invuln_state, mut invuln_state_visual) in &mut fighters {
|
||||
if *invuln_state != invuln_state_visual.last_known_state {
|
||||
invuln_state_visual.last_known_state = *invuln_state;
|
||||
invuln_state_visual.frames_in_state = 0;
|
||||
}
|
||||
}
|
||||
for (mesh, mat) in meshes {
|
||||
let (_, invuln_state_visual) = fighters
|
||||
.get(mesh.fighter)
|
||||
.expect("Material should have relevant fighter available");
|
||||
|
||||
let status_color = match invuln_state_visual.last_known_state {
|
||||
FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
|
||||
FighterInvulnerabilityState::Invulnerable => {
|
||||
game_settings.fighter_common.intangible_color
|
||||
}
|
||||
FighterInvulnerabilityState::Intangible => {
|
||||
game_settings.fighter_common.intangible_color
|
||||
}
|
||||
};
|
||||
|
||||
let intensity = match invuln_state_visual.last_known_state {
|
||||
FighterInvulnerabilityState::Vulnerable => 0.0,
|
||||
FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
|
||||
let cycle_frames = invuln_state_visual.frames_in_state
|
||||
% game_settings.fighter_common.intangible_pulse_duration;
|
||||
1.0 - cycle_frames as f32
|
||||
/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
|
||||
}
|
||||
};
|
||||
|
||||
let mut material = materials
|
||||
.get_mut(mat.id())
|
||||
.expect("Material should exist here...");
|
||||
material
|
||||
.extension
|
||||
.update_status_color(status_color.into(), intensity);
|
||||
}
|
||||
|
||||
for (_, mut invuln_state_visual) in fighters {
|
||||
invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -39,7 +39,12 @@ 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,
|
||||
|
||||
pub intangible_color: Color,
|
||||
pub intangible_pulse_duration: u32,
|
||||
}
|
||||
#[derive(Reflect, Serialize, Deserialize, Clone)]
|
||||
#[reflect(opaque)]
|
||||
|
||||
@@ -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 {
|
||||
|
||||
+19
-13
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
|
||||
Gamepad(Entity),
|
||||
}
|
||||
|
||||
/// Maps an input source to a player index
|
||||
/// Persistent mapping from physical/menu controller slots to input sources.
|
||||
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
|
||||
pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
|
||||
|
||||
@@ -50,6 +50,16 @@ impl LocalInputAssignments {
|
||||
}
|
||||
}
|
||||
|
||||
/// Match-local mapping from dense GGRS handles to physical input sources.
|
||||
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
|
||||
pub struct MatchInputAssignments(pub Vec<Option<LocalInputSource>>);
|
||||
|
||||
impl MatchInputAssignments {
|
||||
pub fn get_for_handle(&self, handle: usize) -> Option<LocalInputSource> {
|
||||
self.0.get(handle).copied().flatten()
|
||||
}
|
||||
}
|
||||
|
||||
use crate::game_settings::GameSettings;
|
||||
use crate::math::int::FGi32;
|
||||
use crate::netcode::GGRSCfg;
|
||||
@@ -116,13 +126,12 @@ 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
|
||||
@@ -245,20 +254,17 @@ fn read_local_inputs(
|
||||
input_map: Res<BaseInputMap>,
|
||||
gc_ports: Res<gamecube::GcPorts>,
|
||||
gamepads: Query<&Gamepad>,
|
||||
assignments: Res<LocalInputAssignments>,
|
||||
assignments: Res<MatchInputAssignments>,
|
||||
local_players: Res<LocalPlayers>,
|
||||
game_settings: Res<GameSettings>,
|
||||
) {
|
||||
let mut local_inputs = HashMap::new();
|
||||
|
||||
for handle in &local_players.0 {
|
||||
let assigned = assignments
|
||||
.0
|
||||
.iter()
|
||||
.find(|(player_handle, _)| player_handle == handle);
|
||||
let assigned = assignments.get_for_handle(*handle);
|
||||
let gamepad = match assigned {
|
||||
Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
|
||||
Some((_, LocalInputSource::Keyboard)) => None,
|
||||
Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(),
|
||||
Some(LocalInputSource::Keyboard) => None,
|
||||
None => gc_ports
|
||||
.entities
|
||||
.get(*handle)
|
||||
@@ -268,8 +274,8 @@ fn read_local_inputs(
|
||||
};
|
||||
|
||||
let mut input_frame = match assigned {
|
||||
Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
|
||||
Some((_, LocalInputSource::Gamepad(_))) => gamepad
|
||||
Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map),
|
||||
Some(LocalInputSource::Gamepad(_)) => gamepad
|
||||
.map(|pad| gamepad::sample_gamepad(pad, &input_map))
|
||||
.unwrap_or_default(),
|
||||
None => FighterInputFrame::default(),
|
||||
|
||||
+11
-2
@@ -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::*,
|
||||
@@ -33,8 +35,9 @@ use ron_asset_manager::RonAssetPlugin;
|
||||
|
||||
use crate::{
|
||||
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
|
||||
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin,
|
||||
stage::manifest::StageManifest, ui::InGameUIPlugin,
|
||||
match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
|
||||
menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
|
||||
ui::InGameUIPlugin,
|
||||
};
|
||||
|
||||
mod args;
|
||||
@@ -42,10 +45,12 @@ 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;
|
||||
pub mod match_runtime;
|
||||
pub mod materials;
|
||||
mod math;
|
||||
pub mod menus;
|
||||
pub mod netcode;
|
||||
@@ -106,6 +111,7 @@ impl Plugin for GamePlugin {
|
||||
// game-level content and configuration.
|
||||
app.init_state::<AppState>()
|
||||
.add_plugins((
|
||||
(
|
||||
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
|
||||
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
|
||||
netcode::FighterNetcodePlugin::default(),
|
||||
@@ -114,6 +120,7 @@ impl Plugin for GamePlugin {
|
||||
input::FighterInputPlugin,
|
||||
replay::ReplayPlugin,
|
||||
debug_tools::DebugToolsPlugin,
|
||||
filled_gizmos::FilledGizmosPlugin,
|
||||
fighter::FighterPlugin,
|
||||
fighter::baked_animation::BakedAnimationPlugin,
|
||||
scripting::importer::FighterScriptImportPlugin,
|
||||
@@ -121,6 +128,8 @@ impl Plugin for GamePlugin {
|
||||
MatchCameraPlugin,
|
||||
GameAssetPlugin,
|
||||
InGameUIPlugin,
|
||||
),
|
||||
ShinesparkMaterialPlugin,
|
||||
))
|
||||
.add_plugins(menus::MenuPlugin)
|
||||
.add_loading_state(
|
||||
|
||||
+164
-28
@@ -8,9 +8,7 @@ use bevy_ggrs::prelude::Session;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
use crate::{
|
||||
AppState,
|
||||
args::Args,
|
||||
fighter::{
|
||||
AppState, args::Args, fighter::{
|
||||
FighterId, FighterRoster,
|
||||
animation::AnimKind,
|
||||
attack::{AttackKind, FighterAttackScriptAssets},
|
||||
@@ -18,16 +16,10 @@ use crate::{
|
||||
manifest::{FighterManifest, FighterManifestRegistry},
|
||||
spawn_fighter,
|
||||
visual::FighterAnimations,
|
||||
},
|
||||
input::{LocalInputAssignments, LocalInputSource},
|
||||
match_runtime::MatchState,
|
||||
math::{int::FGi32, vec::FGVec2},
|
||||
netcode::{
|
||||
}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, materials::fighter_material::FighterMaterial, netcode::{
|
||||
GGRSCfg,
|
||||
session::{ConnectionStatus, SessionConfig, create_session},
|
||||
},
|
||||
scripting::FighterAttackScript,
|
||||
stage::{
|
||||
}, scripting::FighterAttackScript, stage::{
|
||||
self,
|
||||
manifest::{StageId, StageManifest, StageManifestRegistry},
|
||||
},
|
||||
@@ -35,7 +27,10 @@ use crate::{
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
||||
pub struct MatchPlayer {
|
||||
/// Dense index used by GGRS and rollback-simulated player state.
|
||||
pub handle: usize,
|
||||
/// Physical controller port selected in the menu.
|
||||
pub controller_port: usize,
|
||||
pub fighter: FighterId,
|
||||
}
|
||||
|
||||
@@ -46,6 +41,22 @@ pub struct MatchConfig {
|
||||
pub rules: MatchRules,
|
||||
}
|
||||
|
||||
impl MatchConfig {
|
||||
/// Maps a GGRS handle to the controller port used by gameplay.
|
||||
///
|
||||
/// Multiplayer uses the stable, dense GGRS handle as the port. A
|
||||
/// single-player match preserves the physical controller port selected in
|
||||
/// the menu (for example, port 3 remains port 3).
|
||||
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
|
||||
let player = self.players.iter().find(|player| player.handle == handle)?;
|
||||
Some(if self.players.len() > 1 {
|
||||
handle
|
||||
} else {
|
||||
player.controller_port
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
|
||||
pub enum MatchRules {
|
||||
Stock {
|
||||
@@ -228,6 +239,7 @@ pub fn initiate_default_match(
|
||||
let players = (0..args.players)
|
||||
.map(|handle| MatchPlayer {
|
||||
handle,
|
||||
controller_port: handle,
|
||||
fighter: FighterId::TestFighter,
|
||||
})
|
||||
.collect();
|
||||
@@ -263,6 +275,7 @@ pub fn initiate_default_match(
|
||||
pub fn prepare_match(
|
||||
mut commands: Commands,
|
||||
config: Res<MatchConfig>,
|
||||
input_assignments: Res<LocalInputAssignments>,
|
||||
assets: Res<MatchAssets>,
|
||||
gltfs: Res<Assets<Gltf>>,
|
||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
||||
@@ -277,7 +290,7 @@ pub fn prepare_match(
|
||||
if !valid_player_handles(&config.players) {
|
||||
fail_match(
|
||||
&mut next_state,
|
||||
"player handles must be unique and cover 0..player_count",
|
||||
"player handles must be dense, unique, and non-empty",
|
||||
);
|
||||
return;
|
||||
}
|
||||
@@ -287,6 +300,20 @@ pub fn prepare_match(
|
||||
return;
|
||||
}
|
||||
|
||||
let stage_handle = stage_registry
|
||||
.get(config.stage)
|
||||
.expect("Initialization check should ensure all stages exist");
|
||||
let stage_manifest = stage_manifests
|
||||
.get(&stage_handle)
|
||||
.expect("Initialization check should ensure stage manifests are kept alive");
|
||||
let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
|
||||
Ok(positions) => positions,
|
||||
Err(error) => {
|
||||
fail_match(&mut next_state, &error);
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
if assets.fighters.len() != config.players.len() {
|
||||
fail_match(
|
||||
&mut next_state,
|
||||
@@ -449,7 +476,8 @@ pub fn prepare_match(
|
||||
));
|
||||
}
|
||||
|
||||
let session_config = match SessionConfig::from_args(&args, config.players.len()) {
|
||||
let session_player_count = player_count_for_handles(&config.players);
|
||||
let session_config = match SessionConfig::from_args(&args, session_player_count) {
|
||||
Ok(config) => config,
|
||||
Err(error) => {
|
||||
fail_match(
|
||||
@@ -459,7 +487,7 @@ pub fn prepare_match(
|
||||
return;
|
||||
}
|
||||
};
|
||||
let session = match create_session(&args, config.players.len()) {
|
||||
let session = match create_session(&args, session_player_count) {
|
||||
Ok(session) => session,
|
||||
Err(error) => {
|
||||
fail_match(
|
||||
@@ -470,14 +498,13 @@ pub fn prepare_match(
|
||||
}
|
||||
};
|
||||
|
||||
commands.insert_resource(create_match_input_assignments(
|
||||
&input_assignments,
|
||||
&config.players,
|
||||
));
|
||||
|
||||
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
|
||||
|
||||
let stage_handle = stage_registry
|
||||
.get(config.stage)
|
||||
.expect("Initialization check should ensure all stages exist");
|
||||
let stage_manifest = stage_manifests
|
||||
.get(&stage_handle)
|
||||
.expect("Initialization check should ensure stage manifests are kept alive");
|
||||
stage::spawn_stage(
|
||||
&mut commands,
|
||||
root,
|
||||
@@ -487,14 +514,18 @@ pub fn prepare_match(
|
||||
);
|
||||
|
||||
let mut fighter_roster = Vec::with_capacity(config.players.len());
|
||||
for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
|
||||
|
||||
for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
|
||||
config.players.iter().zip(prepared).enumerate()
|
||||
{
|
||||
let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
|
||||
let spawn_point = spawn_positions[spawn_index];
|
||||
fighter_roster.push(spawn_fighter(
|
||||
&mut commands,
|
||||
player.handle,
|
||||
FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
|
||||
config
|
||||
.controller_port_for_handle(player.handle)
|
||||
.expect("validated match config contains every player handle"),
|
||||
spawn_point,
|
||||
manifest_handle.clone(),
|
||||
model_scale,
|
||||
animations,
|
||||
@@ -518,12 +549,30 @@ fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
|
||||
}
|
||||
|
||||
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
|
||||
let mut handles = players
|
||||
.iter()
|
||||
.map(|player| player.handle)
|
||||
.collect::<Vec<_>>();
|
||||
if players.is_empty() {
|
||||
return false;
|
||||
}
|
||||
|
||||
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
|
||||
handles.sort_unstable();
|
||||
handles == (0..players.len()).collect::<Vec<_>>()
|
||||
handles.into_iter().eq(0..players.len())
|
||||
}
|
||||
|
||||
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
|
||||
players.len()
|
||||
}
|
||||
|
||||
fn create_match_input_assignments(
|
||||
assignments: &LocalInputAssignments,
|
||||
players: &[MatchPlayer],
|
||||
) -> MatchInputAssignments {
|
||||
let mut match_assignments = vec![None; players.len()];
|
||||
for player in players {
|
||||
match_assignments[player.handle] = assignments
|
||||
.get_from_slot(player.controller_port)
|
||||
.copied();
|
||||
}
|
||||
MatchInputAssignments(match_assignments)
|
||||
}
|
||||
|
||||
pub fn cleanup_match(
|
||||
@@ -544,6 +593,7 @@ pub fn cleanup_match(
|
||||
commands.remove_resource::<MatchAssets>();
|
||||
commands.remove_resource::<MatchConfig>();
|
||||
commands.remove_resource::<MatchState>();
|
||||
commands.remove_resource::<MatchInputAssignments>();
|
||||
commands.remove_resource::<FighterRoster>();
|
||||
}
|
||||
|
||||
@@ -558,10 +608,12 @@ mod tests {
|
||||
players: vec![
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
MatchPlayer {
|
||||
handle: 1,
|
||||
controller_port: 1,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
],
|
||||
@@ -579,10 +631,12 @@ mod tests {
|
||||
let players = [
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 1,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
];
|
||||
@@ -590,6 +644,88 @@ mod tests {
|
||||
assert!(!valid_player_handles(&players));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_handles_must_not_have_gaps() {
|
||||
let players = [
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
MatchPlayer {
|
||||
handle: 2,
|
||||
controller_port: 3,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
];
|
||||
|
||||
assert!(!valid_player_handles(&players));
|
||||
assert_eq!(player_count_for_handles(&players), 2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
|
||||
let single_player = MatchConfig {
|
||||
stage: StageId::TestStage,
|
||||
players: vec![MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 3,
|
||||
fighter: FighterId::TestFighter,
|
||||
}],
|
||||
rules: MatchRules::default(),
|
||||
};
|
||||
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
|
||||
|
||||
let multiplayer = MatchConfig {
|
||||
stage: StageId::TestStage,
|
||||
players: vec![
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
MatchPlayer {
|
||||
handle: 1,
|
||||
controller_port: 3,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
],
|
||||
rules: MatchRules::default(),
|
||||
};
|
||||
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
|
||||
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
|
||||
let players = [
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
MatchPlayer {
|
||||
handle: 1,
|
||||
controller_port: 3,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
];
|
||||
let assignments = LocalInputAssignments(vec![
|
||||
(0, LocalInputSource::Keyboard),
|
||||
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
|
||||
]);
|
||||
|
||||
let match_assignments = create_match_input_assignments(&assignments, &players);
|
||||
|
||||
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
|
||||
assert_eq!(
|
||||
match_assignments.get_for_handle(1),
|
||||
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
|
||||
);
|
||||
assert_eq!(assignments[0].0, 0);
|
||||
assert_eq!(assignments[1].0, 3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn match_rules_reject_zero_limits() {
|
||||
assert!(
|
||||
|
||||
+61
-3
@@ -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::*;
|
||||
@@ -61,10 +117,12 @@ mod tests {
|
||||
players: vec![
|
||||
MatchPlayer {
|
||||
handle: 1,
|
||||
controller_port: 3,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
},
|
||||
],
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
use bevy::{gltf::GltfMaterialName, pbr::{ExtendedMaterial, MaterialExtension}, prelude::*, render::render_resource::AsBindGroup, shader::ShaderRef, world_serialization::WorldInstanceReady};
|
||||
|
||||
pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct FighterMesh {
|
||||
pub fighter: Entity
|
||||
}
|
||||
|
||||
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
|
||||
pub struct FighterMaterialExtension {
|
||||
#[uniform(100)]
|
||||
status_color: LinearRgba,
|
||||
#[uniform(100)]
|
||||
status_color_intensity: f32,
|
||||
|
||||
// Web examples WebGL2 support: structs must be 16 byte aligned.
|
||||
#[cfg(feature = "webgl2")]
|
||||
#[uniform(100)]
|
||||
_webgl2_padding_8b: u32,
|
||||
#[cfg(feature = "webgl2")]
|
||||
#[uniform(100)]
|
||||
_webgl2_padding_12b: u32,
|
||||
#[cfg(feature = "webgl2")]
|
||||
#[uniform(100)]
|
||||
_webgl2_padding_16b: u32,
|
||||
}
|
||||
|
||||
const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
|
||||
|
||||
impl FighterMaterialExtension {
|
||||
pub fn new(status_color: Color) -> Self {
|
||||
Self {
|
||||
status_color: status_color.into(),
|
||||
status_color_intensity: 0.0,
|
||||
..default()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
|
||||
self.status_color = status_color;
|
||||
self.status_color_intensity = intensity;
|
||||
}
|
||||
}
|
||||
|
||||
impl MaterialExtension for FighterMaterialExtension {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
SHADER_ASSET_PATH.into()
|
||||
}
|
||||
|
||||
fn deferred_fragment_shader() -> ShaderRef {
|
||||
SHADER_ASSET_PATH.into()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bind_fighter_material(
|
||||
scene_ready: On<WorldInstanceReady>,
|
||||
mut commands: Commands,
|
||||
children: Query<&Children>,
|
||||
//color_override: Query<&ColorOverride>,
|
||||
mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
|
||||
mut asset_materials: ResMut<Assets<FighterMaterial>>,
|
||||
original_materials: Res<Assets<StandardMaterial>>,
|
||||
) {
|
||||
for descendant in children.iter_descendants(scene_ready.entity) {
|
||||
let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
dbg!(material_name);
|
||||
|
||||
if !material_name.starts_with("Fighter_") {
|
||||
continue;
|
||||
}
|
||||
|
||||
let Some(original_material) = original_materials.get(id.id()) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
|
||||
base: StandardMaterial {
|
||||
// can be used in forward or deferred mode
|
||||
..original_material.clone()
|
||||
},
|
||||
extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
|
||||
})), FighterMesh { fighter: scene_ready.entity }));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
use bevy::{
|
||||
asset::embedded_asset, gltf::GltfMaterialName, material::OpaqueRendererMethod, pbr::ExtendedMaterial, prelude::*, world_serialization::WorldInstanceReady,
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
color::palettes::basic::RED,
|
||||
pbr::{MaterialExtension},
|
||||
prelude::*,
|
||||
render::render_resource::*,
|
||||
shader::ShaderRef,
|
||||
};
|
||||
|
||||
use crate::materials::fighter_material::{FighterMaterial, FighterMaterialExtension};
|
||||
|
||||
pub mod fighter_material;
|
||||
|
||||
pub struct ShinesparkMaterialPlugin;
|
||||
|
||||
pub fn startup_test(asset_server: Res<AssetServer>) {
|
||||
let test: Handle<Shader> = asset_server.load("embedded://shinespark/shaders/fighter.wgsl");
|
||||
dbg!(test);
|
||||
}
|
||||
|
||||
impl Plugin for ShinesparkMaterialPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
let omit_prefix = "";
|
||||
embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
|
||||
app.add_systems(Startup, startup_test)
|
||||
.add_observer(fighter_material::bind_fighter_material)
|
||||
.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#import bevy_pbr::{
|
||||
pbr_fragment::pbr_input_from_standard_material,
|
||||
pbr_functions::alpha_discard,
|
||||
}
|
||||
|
||||
#ifdef PREPASS_PIPELINE
|
||||
#import bevy_pbr::{
|
||||
prepass_io::{VertexOutput, FragmentOutput},
|
||||
pbr_deferred_functions::deferred_output,
|
||||
}
|
||||
#else
|
||||
#import bevy_pbr::{
|
||||
forward_io::{VertexOutput, FragmentOutput},
|
||||
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
|
||||
}
|
||||
#endif
|
||||
|
||||
struct FighterExtendedMaterial {
|
||||
status_color: vec4<f32>,
|
||||
status_color_intensity: f32,
|
||||
#ifdef SIXTEEN_BYTE_ALIGNMENT
|
||||
// Web examples WebGL2 support: structs must be 16 byte aligned.
|
||||
_webgl2_padding_8b: u32,
|
||||
_webgl2_padding_12b: u32,
|
||||
_webgl2_padding_16b: u32,
|
||||
#endif
|
||||
}
|
||||
|
||||
@group(#{MATERIAL_BIND_GROUP}) @binding(100)
|
||||
var<uniform> fighter_material: FighterExtendedMaterial;
|
||||
|
||||
@fragment
|
||||
fn fragment(
|
||||
in: VertexOutput,
|
||||
@builtin(front_facing) is_front: bool,
|
||||
) -> FragmentOutput {
|
||||
// generate a PbrInput struct from the StandardMaterial bindings
|
||||
var pbr_input = pbr_input_from_standard_material(in, is_front);
|
||||
|
||||
// we can optionally modify the input before lighting and alpha_discard is applied
|
||||
//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
|
||||
|
||||
// alpha discard
|
||||
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
|
||||
|
||||
#ifdef PREPASS_PIPELINE
|
||||
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
|
||||
let out = deferred_output(in, pbr_input);
|
||||
#else
|
||||
var out: FragmentOutput;
|
||||
// apply lighting
|
||||
out.color = apply_pbr_lighting(pbr_input);
|
||||
|
||||
// we can optionally modify the lit color before post-processing is applied
|
||||
var quantize_steps: i32 = 2;
|
||||
out.color = vec4<f32>(vec4<u32>(out.color * f32(quantize_steps))) / f32(quantize_steps);
|
||||
|
||||
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
|
||||
// note this does not include fullscreen postprocessing effects like bloom.
|
||||
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
|
||||
|
||||
out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5);
|
||||
|
||||
#endif
|
||||
|
||||
return out;
|
||||
}
|
||||
+1
-1
@@ -226,7 +226,7 @@ fn gamepad_input(
|
||||
input.accept.accumulate(&status);
|
||||
}
|
||||
MenuInputMapAction::Start => {
|
||||
input.accept.accumulate(&status);
|
||||
input.start.accumulate(&status);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,7 +65,10 @@ impl MenuMatchConfig {
|
||||
|
||||
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
|
||||
|
||||
for player in self.players.iter() {
|
||||
let mut players = self.players.iter().collect::<Vec<_>>();
|
||||
players.sort_unstable_by_key(|player| player.slot);
|
||||
|
||||
for (handle, player) in players.into_iter().enumerate() {
|
||||
let fighter_id =
|
||||
player
|
||||
.fighter
|
||||
@@ -74,7 +77,8 @@ impl MenuMatchConfig {
|
||||
))?;
|
||||
match_players.push(MatchPlayer {
|
||||
fighter: fighter_id,
|
||||
handle: player.slot,
|
||||
handle,
|
||||
controller_port: player.slot,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -102,4 +106,27 @@ mod tests {
|
||||
|
||||
assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sparse_controller_ports_get_dense_ggrs_handles() {
|
||||
let menu = MenuMatchConfig {
|
||||
stage: Some(StageId::TestStage),
|
||||
players: vec![
|
||||
MenuMatchPlayerSlot {
|
||||
slot: 3,
|
||||
fighter: Some(FighterId::TestFighter),
|
||||
},
|
||||
MenuMatchPlayerSlot {
|
||||
slot: 0,
|
||||
fighter: Some(FighterId::TestFighter),
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
let config = menu.to_match_config().unwrap();
|
||||
assert_eq!(config.players[0].handle, 0);
|
||||
assert_eq!(config.players[0].controller_port, 0);
|
||||
assert_eq!(config.players[1].handle, 1);
|
||||
assert_eq!(config.players[1].controller_port, 3);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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]
|
||||
|
||||
@@ -10,5 +10,8 @@ use bevy_ggrs::prelude::*;
|
||||
#[derive(Default, Component)]
|
||||
#[require(Rollback, Transform)]
|
||||
pub struct Player {
|
||||
/// Dense GGRS session index.
|
||||
pub handle: usize,
|
||||
/// Port used for port-dependent gameplay such as respawn placement.
|
||||
pub controller_port: usize,
|
||||
}
|
||||
|
||||
+4
-3
@@ -17,7 +17,7 @@ use crate::{
|
||||
};
|
||||
|
||||
const MAGIC: &[u8; 8] = b"SPRPLY01";
|
||||
pub const REPLAY_VERSION: u32 = 2;
|
||||
pub const REPLAY_VERSION: u32 = 3;
|
||||
|
||||
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)]
|
||||
pub enum ReplayFormat {
|
||||
@@ -140,7 +140,7 @@ fn validate(replay: &Replay) -> Result<(), String> {
|
||||
));
|
||||
}
|
||||
if replay.players_are_invalid() {
|
||||
return Err("replay player handles must cover 0..player_count".into());
|
||||
return Err("replay player handles must be unique".into());
|
||||
}
|
||||
if replay.frames.is_empty() {
|
||||
return Err("replay must contain at least one frame".into());
|
||||
@@ -185,7 +185,7 @@ impl Replay {
|
||||
.map(|player| player.handle)
|
||||
.collect();
|
||||
handles.sort_unstable();
|
||||
handles != (0..handles.len()).collect::<Vec<_>>()
|
||||
handles.is_empty() || !handles.into_iter().eq(0..self.match_config.players.len())
|
||||
}
|
||||
|
||||
fn frame(&self, frame: i32) -> Option<&ReplayFrame> {
|
||||
@@ -374,6 +374,7 @@ mod tests {
|
||||
stage: StageId::TestStage,
|
||||
players: vec![MatchPlayer {
|
||||
handle: 0,
|
||||
controller_port: 0,
|
||||
fighter: FighterId::TestFighter,
|
||||
}],
|
||||
rules: MatchRules::Timed {
|
||||
|
||||
+55
-1
@@ -1,6 +1,11 @@
|
||||
use bevy::{color::palettes::css::RED, prelude::*};
|
||||
|
||||
use crate::stage::line::StageCollision;
|
||||
use crate::{
|
||||
match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
|
||||
line::StageCollision,
|
||||
manifest::{StageManifest, StageManifestRegistry},
|
||||
},
|
||||
};
|
||||
|
||||
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) {
|
||||
for poly in stage_collision.stage_polys.iter() {
|
||||
@@ -16,3 +21,52 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn debug_draw_blast_zones(
|
||||
mut gizmos: Gizmos,
|
||||
stage_registry: Res<StageManifestRegistry>,
|
||||
stage_manifests: Res<Assets<StageManifest>>,
|
||||
match_config: Res<MatchConfig>,
|
||||
) {
|
||||
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let top_left = stage_manifest.blast_zone_top_left.to_vec2();
|
||||
let bottom_right = stage_manifest.blast_zone_bottom_right.to_vec2();
|
||||
let center = (top_left + bottom_right) / 2.0;
|
||||
let size = (bottom_right - top_left).abs();
|
||||
|
||||
gizmos.rect(
|
||||
Vec3::new(center.x, center.y, 0.0),
|
||||
size,
|
||||
bevy::color::palettes::css::BLUE,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn debug_draw_spawn_positions(
|
||||
mut gizmos: Gizmos,
|
||||
stage_registry: Res<StageManifestRegistry>,
|
||||
stage_manifests: Res<Assets<StageManifest>>,
|
||||
match_config: Res<MatchConfig>,
|
||||
) {
|
||||
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
|
||||
return;
|
||||
};
|
||||
|
||||
for spawn_point in stage_manifest.spawn_points.iter() {
|
||||
gizmos.cross(FGVec3::new(spawn_point.x, spawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
|
||||
}
|
||||
|
||||
for respawn_point in stage_manifest.respawn_points.iter() {
|
||||
gizmos.cross(FGVec3::new(respawn_point.x, respawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::HOT_PINK);
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -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>,
|
||||
}
|
||||
|
||||
|
||||
+88
-7
@@ -1,4 +1,4 @@
|
||||
use std::collections::HashMap;
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use bevy_asset_loader::asset_collection::AssetCollection;
|
||||
use ron_asset_manager::prelude::RonAsset;
|
||||
@@ -7,14 +7,10 @@ use strum::IntoEnumIterator;
|
||||
use strum_macros::EnumIter;
|
||||
|
||||
use crate::{
|
||||
AppState,
|
||||
game_settings::GameSettings,
|
||||
math::vec::FGVec2,
|
||||
stage::{
|
||||
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{
|
||||
StagePoly,
|
||||
line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
|
||||
},
|
||||
texture_reference::TextureReference,
|
||||
}, texture_reference::TextureReference,
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
|
||||
@@ -87,6 +83,17 @@ pub struct StageManifest {
|
||||
pub icon: TextureReference,
|
||||
pub camera: StageCameraProfile,
|
||||
pub polygons: Vec<StagePolyDefinition>,
|
||||
|
||||
#[reflect(ignore)]
|
||||
pub blast_zone_top_left: FGVec2,
|
||||
#[reflect(ignore)]
|
||||
pub blast_zone_bottom_right: FGVec2,
|
||||
|
||||
#[reflect(ignore)]
|
||||
pub spawn_points: Vec<FGVec2>,
|
||||
pub neutral_spawn_point_sets: Vec<Vec<usize>>,
|
||||
#[reflect(ignore)]
|
||||
pub respawn_points: Vec<FGVec2>,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
@@ -162,6 +169,13 @@ pub fn prepare_stage_manifests(
|
||||
);
|
||||
return;
|
||||
}
|
||||
if let Err(error) = manifest.validate_spawn_points() {
|
||||
fail(
|
||||
&mut next_state,
|
||||
&format!("{:?} has invalid spawn points: {error}", manifest.id),
|
||||
);
|
||||
return;
|
||||
}
|
||||
if registry.insert(manifest.id, handle.clone()).is_some() {
|
||||
fail(
|
||||
&mut next_state,
|
||||
@@ -186,6 +200,73 @@ pub fn prepare_stage_manifests(
|
||||
}
|
||||
|
||||
impl StageManifest {
|
||||
pub fn neutral_spawn_positions(&self, player_count: usize) -> Result<Vec<FGVec2>, String> {
|
||||
if player_count == 0 {
|
||||
return Err("a match must contain at least one player".to_owned());
|
||||
}
|
||||
|
||||
let layout = self
|
||||
.neutral_spawn_point_sets
|
||||
.get(player_count - 1)
|
||||
.ok_or_else(|| format!("no spawn layout for {player_count} players"))?;
|
||||
|
||||
if layout.len() != player_count {
|
||||
return Err(format!(
|
||||
"the {player_count}-player layout contains {} positions",
|
||||
layout.len()
|
||||
));
|
||||
}
|
||||
|
||||
layout
|
||||
.iter()
|
||||
.map(|&index| {
|
||||
self.spawn_points.get(index).copied().ok_or_else(|| {
|
||||
format!("the {player_count}-player layout references spawn point {index}")
|
||||
})
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn validate_spawn_points(&self) -> Result<(), String> {
|
||||
if self.spawn_points.is_empty() {
|
||||
return Err("no spawn points are configured".to_owned());
|
||||
}
|
||||
|
||||
if self.respawn_points.is_empty() {
|
||||
return Err("no respawn points are configured".to_owned());
|
||||
}
|
||||
|
||||
if self.neutral_spawn_point_sets.is_empty() {
|
||||
return Err("no neutral spawn layouts are configured".to_owned());
|
||||
}
|
||||
|
||||
for (layout_index, layout) in self.neutral_spawn_point_sets.iter().enumerate() {
|
||||
let player_count = layout_index + 1;
|
||||
if layout.len() != player_count {
|
||||
return Err(format!(
|
||||
"the {player_count}-player layout contains {} positions",
|
||||
layout.len()
|
||||
));
|
||||
}
|
||||
|
||||
let mut unique_indices = HashSet::with_capacity(layout.len());
|
||||
for &spawn_point_index in layout {
|
||||
if spawn_point_index >= self.spawn_points.len() {
|
||||
return Err(format!(
|
||||
"the {player_count}-player layout references spawn point {spawn_point_index}"
|
||||
));
|
||||
}
|
||||
if !unique_indices.insert(spawn_point_index) {
|
||||
return Err(format!(
|
||||
"the {player_count}-player layout uses spawn point {spawn_point_index} more than once"
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn to_collision(&self) -> StageCollision {
|
||||
let stage_polys: Vec<StagePoly> = self
|
||||
.polygons
|
||||
|
||||
+11
-3
@@ -10,7 +10,7 @@ pub mod scene;
|
||||
|
||||
pub use line::{StagePlaneIntersectResult, StagePoly};
|
||||
|
||||
use crate::stage::{line::StageCollision, manifest::StageCameraProfile};
|
||||
use crate::{match_loading::MatchConfig, stage::{line::StageCollision, manifest::StageCameraProfile}};
|
||||
|
||||
/// Owns the stage geometry: which scene gets spawned and how it is drawn.
|
||||
#[derive(Default)]
|
||||
@@ -20,9 +20,17 @@ impl Plugin for StagePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(
|
||||
Update,
|
||||
debug::debug_draw_scene
|
||||
(
|
||||
(debug::debug_draw_scene
|
||||
.run_if(resource_exists::<line::StageCollision>)
|
||||
.run_if(crate::debug_tools::stage_collision_enabled),
|
||||
.run_if(crate::debug_tools::stage_collision_enabled)),
|
||||
(debug::debug_draw_blast_zones
|
||||
.run_if(resource_exists::<MatchConfig>)
|
||||
.run_if(crate::debug_tools::blast_zones_enabled),),
|
||||
(debug::debug_draw_spawn_positions
|
||||
.run_if(resource_exists::<MatchConfig>)
|
||||
.run_if(crate::debug_tools::spawn_positions_enabled),),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
+53
-2
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user