Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. #75

Merged
EIREXE merged 3 commits from invuln_effect into master 2026-09-28 15:44:50 +00:00
2 changed files with 3 additions and 1 deletions
Showing only changes of commit a83caf9153 - Show all commits
+2
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@@ -168,6 +168,8 @@ mod tests {
air_dodge_duration: 0,
air_dodge_velocity: FGi32::ZERO,
air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
}
}
+1 -1
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@@ -32,7 +32,7 @@ impl FighterStateImpl for AirDodgeState {
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 {
} 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;