Implement up smash, dacus and further improve input system. #88

Merged
EIREXE merged 1 commits from dacus into master 2026-10-09 09:15:18 +00:00
14 changed files with 429 additions and 88 deletions
+1
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@@ -101,4 +101,5 @@ pub enum AnimKind {
AttackNeutralAir, AttackNeutralAir,
AttackForwardAir, AttackForwardAir,
AttackDash, AttackDash,
AttackUpSmash,
} }
+1 -1
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@@ -236,7 +236,7 @@ impl AttackKind {
AttackKind::UpAir => AnimKind::AttackUpTilt, AttackKind::UpAir => AnimKind::AttackUpTilt,
AttackKind::DownTilt => AnimKind::AttackDownTilt, AttackKind::DownTilt => AnimKind::AttackDownTilt,
AttackKind::ForwardTilt => AnimKind::AttackForwardTilt, AttackKind::ForwardTilt => AnimKind::AttackForwardTilt,
AttackKind::UpSmash => AnimKind::AttackUpTilt, AttackKind::UpSmash => AnimKind::AttackUpSmash,
AttackKind::DownSmash => AnimKind::AttackUpTilt, AttackKind::DownSmash => AnimKind::AttackUpTilt,
AttackKind::ForwardSmash => AnimKind::AttackUpTilt, AttackKind::ForwardSmash => AnimKind::AttackUpTilt,
AttackKind::DashAttack => AnimKind::AttackDash, AttackKind::DashAttack => AnimKind::AttackDash,
+2
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@@ -51,6 +51,8 @@ pub struct FighterAttributes {
pub air_dodge_intangible_duration: u32, pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32, pub air_dodge_intangible_start: u32,
pub dash_attack_cancel_window: u32,
} }
impl FighterAttributes { impl FighterAttributes {
+2
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@@ -149,6 +149,8 @@ pub fn fighter_debug(
last_frame.movement.x, last_frame.movement.y last_frame.movement.x, last_frame.movement.y
)); ));
}); });
ui.label(format!("Flick age Y {}", input.peek_movement_flick_dbg()));
} }
FighterDebugRowKind::Position => { FighterDebugRowKind::Position => {
ui.label(format!("Position: {:?}", translation.0)); ui.label(format!("Position: {:?}", translation.0));
+1
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@@ -182,6 +182,7 @@ mod tests {
air_dodge_decay: FGi32::ZERO, air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29, air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4, air_dodge_intangible_start: 4,
dash_attack_cancel_window: 3,
} }
} }
+1 -1
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@@ -23,7 +23,7 @@ impl FighterStateImpl for DashState {
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let attributes = ctx.fighter_attributes; let attributes = ctx.fighter_attributes;
if ctx.get_current_animation_frame() <= 2 { if ctx.get_current_animation_frame() <= 2 || ctx.input.get_last_frame().movement.x.signum() != self.direction.to_sign() {
if let Some(state) = ground_attack::check_interrupt(ctx) { if let Some(state) = ground_attack::check_interrupt(ctx) {
return Some(state); return Some(state);
} }
+13
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@@ -21,6 +21,19 @@ impl FighterStateImpl for GroundAttackState {
const NAME: &'static str = "GroundAttack"; const NAME: &'static str = "GroundAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// Allow interrupting dash attack only into an up/down smash
if let AttackKind::DashAttack = self.attack_kind {
if state_context.get_current_animation_frame() < state_context.fighter_attributes.dash_attack_cancel_window {
if let Some(state) = check_interrupt(state_context) {
if let FighterState::GroundAttack(state) = state {
if matches!(state.attack_kind, AttackKind::UpSmash) || matches!(state.attack_kind, AttackKind::DownSmash) {
return Some(FighterState::GroundAttack(state));
}
}
}
}
}
if state_context.is_current_animation_finished() { if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState)) Some(FighterState::Wait(WaitState))
} else { } else {
+6 -10
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@@ -1,17 +1,10 @@
use crate::{ use crate::{
fighter::{ fighter::{
animation::AnimKind, animation::AnimKind, state::{
state::{ CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_dodge::AirDodgeState, ground, ground_attack,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::AirDodgeState,
ground,
}, },
}, }, input::{DigitalAction, FighterCommands}, math::{int::FGi32, vec::FGVec2},
input::{DigitalAction, FighterCommands},
math::{int::FGi32, vec::FGVec2},
}; };
#[derive(Debug, Hash, Clone, Copy)] #[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType { pub enum JumpType {
@@ -52,6 +45,9 @@ impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat"; const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
return Some(state);
}
// Special handling for wavedash from jump squat // Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) { if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash // If aiming sideways and in the deadzone, do a perfect wavedash
+344 -67
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@@ -9,6 +9,8 @@ use crate::fighter::FighterFacingDirection;
use crate::fighter::attack::AttackKind; use crate::fighter::attack::AttackKind;
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::input::{DigitalAction, FighterInputFrame}; use crate::input::{DigitalAction, FighterInputFrame};
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::netcode::GGRSCfg; use crate::netcode::GGRSCfg;
use crate::player::Player; use crate::player::Player;
@@ -64,6 +66,34 @@ pub enum FighterAttackCommandType {
TiltAttackRight, TiltAttackRight,
} }
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum FlickDirection {
Up,
Down,
Left,
Right,
}
impl FlickDirection {
const fn smash_move_command(self) -> FighterCommands {
match self {
Self::Up => FighterCommands::SmashMoveUp,
Self::Down => FighterCommands::SmashMoveDown,
Self::Left => FighterCommands::SmashMoveLeft,
Self::Right => FighterCommands::SmashMoveRight,
}
}
const fn smash_attack_command(self) -> FighterAttackCommandType {
match self {
Self::Up => FighterAttackCommandType::SmashAttackUp,
Self::Down => FighterAttackCommandType::SmashAttackDown,
Self::Left => FighterAttackCommandType::SmashAttackLeft,
Self::Right => FighterAttackCommandType::SmashAttackRight,
}
}
}
impl FighterAttackCommandType { impl FighterAttackCommandType {
pub fn to_attack_kind_grounded(&self) -> AttackKind { pub fn to_attack_kind_grounded(&self) -> AttackKind {
match self { match self {
@@ -193,6 +223,149 @@ impl ButtonHistory {
} }
} }
#[derive(Clone, Copy, Debug, Hash)]
struct FlickAxisState {
age: u8,
eligible: bool,
consumed: bool,
command_emitted: bool,
}
impl Default for FlickAxisState {
fn default() -> Self {
Self {
age: u8::MAX,
eligible: false,
consumed: false,
command_emitted: false,
}
}
}
impl FlickAxisState {
fn update(
&mut self,
current: FGi32,
previous: FGi32,
reset_threshold: FGi32,
axis_threshold: FGi32,
frame_threshold: u8,
) {
if current.abs() < reset_threshold {
*self = Self::default();
return;
}
if previous.abs() < reset_threshold || previous.signum() != current.signum() {
self.age = 1;
self.consumed = false;
self.command_emitted = false;
} else {
self.age = self.age.saturating_add(1);
}
self.eligible =
!self.consumed && current.abs() >= axis_threshold && self.age <= frame_threshold;
}
}
#[derive(Clone, Copy, Debug, Default, Hash)]
struct StickFlickState {
x: FlickAxisState,
y: FlickAxisState,
}
impl StickFlickState {
fn update(
&mut self,
current: FGVec2,
previous: FGVec2,
reset_threshold: FGi32,
axis_threshold: FGi32,
frame_threshold: u8,
) {
self.x.update(
current.x,
previous.x,
reset_threshold,
axis_threshold,
frame_threshold,
);
self.y.update(
current.y,
previous.y,
reset_threshold,
axis_threshold,
frame_threshold,
);
}
fn peek(&self, value: FGVec2) -> Option<FlickDirection> {
self.resolve(value, self.x.eligible, self.y.eligible)
}
/// Returns each axis that has not produced a passive command during this
/// gesture. This does not consume the flick, so an attack can still use
/// the remainder of its smash-input window.
fn next_commands(&mut self, value: FGVec2) -> [Option<FlickDirection>; 2] {
let use_x = self.x.eligible && !self.x.command_emitted;
let use_y = self.y.eligible && !self.y.command_emitted;
if use_x {
self.x.command_emitted = true;
}
if use_y {
self.y.command_emitted = true;
}
[
use_x.then_some(if value.x.is_positive() {
FlickDirection::Right
} else {
FlickDirection::Left
}),
use_y.then_some(if value.y.is_positive() {
FlickDirection::Up
} else {
FlickDirection::Down
}),
]
}
fn consume(&mut self, value: FGVec2) -> Option<FlickDirection> {
let direction = self.peek(value)?;
// Simultaneous eligible axes are one diagonal gesture. Consuming only
// the selected axis would expose the other axis on the next frame.
if self.x.eligible {
self.x.consumed = true;
self.x.eligible = false;
}
if self.y.eligible {
self.y.consumed = true;
self.y.eligible = false;
}
Some(direction)
}
fn resolve(&self, value: FGVec2, use_x: bool, use_y: bool) -> Option<FlickDirection> {
if use_x {
Some(if value.x.is_positive() {
FlickDirection::Right
} else {
FlickDirection::Left
})
} else if use_y {
Some(if value.y.is_positive() {
FlickDirection::Up
} else {
FlickDirection::Down
})
} else {
None
}
}
}
/// Per-fighter input state. Every field is deterministic rollback state. /// Per-fighter input state. Every field is deterministic rollback state.
#[derive(Component, Clone, Copy, Hash)] #[derive(Component, Clone, Copy, Hash)]
#[require(Rollback)] #[require(Rollback)]
@@ -203,8 +376,8 @@ pub struct FighterInput {
button_history: [ButtonHistory; 3], button_history: [ButtonHistory; 3],
prev_frame: FighterInputFrame, prev_frame: FighterInputFrame,
current_frame: FighterInputFrame, current_frame: FighterInputFrame,
frames_in_x_flick_deadzone: u8, movement_flick: StickFlickState,
frames_in_y_flick_deadzone: u8, directional_attack_flick: StickFlickState,
attack_command: FighterAttackCommandType, attack_command: FighterAttackCommandType,
} }
@@ -217,8 +390,8 @@ impl Default for FighterInput {
button_history: [ButtonHistory::default(); 3], button_history: [ButtonHistory::default(); 3],
prev_frame: FighterInputFrame::default(), prev_frame: FighterInputFrame::default(),
current_frame: FighterInputFrame::default(), current_frame: FighterInputFrame::default(),
frames_in_x_flick_deadzone: 0xFE, movement_flick: StickFlickState::default(),
frames_in_y_flick_deadzone: 0xFE, directional_attack_flick: StickFlickState::default(),
attack_command: FighterAttackCommandType::Neutral, attack_command: FighterAttackCommandType::Neutral,
} }
} }
@@ -368,8 +541,26 @@ impl FighterInput {
self.current_frame.bindings_for(action).count() self.current_frame.bindings_for(action).count()
} }
pub fn get_frames_in_smash_move_deadzone(&self) -> u8 { pub fn peek_movement_flick(&self) -> Option<FlickDirection> {
self.frames_in_x_flick_deadzone self.movement_flick.peek(self.current_frame.movement)
}
pub fn peek_movement_flick_dbg(&self) -> u8 {
self.movement_flick.y.age
}
pub fn consume_movement_flick(&mut self) -> Option<FlickDirection> {
self.movement_flick.consume(self.current_frame.movement)
}
pub fn peek_directional_attack_flick(&self) -> Option<FlickDirection> {
self.directional_attack_flick
.peek(self.current_frame.directional_attack)
}
pub fn consume_directional_attack_flick(&mut self) -> Option<FlickDirection> {
self.directional_attack_flick
.consume(self.current_frame.directional_attack)
} }
pub fn set_attack_command_type(&mut self, command: FighterAttackCommandType) { pub fn set_attack_command_type(&mut self, command: FighterAttackCommandType) {
self.attack_command = command; self.attack_command = command;
@@ -441,31 +632,30 @@ pub fn postprocess_input(
); );
} }
let x_abs = input.current_frame.movement.x.abs(); let movement = input.current_frame.movement;
let y_abs = input.current_frame.movement.y.abs(); let previous_movement = input.prev_frame.movement;
let directional_attack = input.current_frame.directional_attack;
let previous_directional_attack = input.prev_frame.directional_attack;
let x_abs = movement.x.abs();
let y_abs = movement.y.abs();
let reset_deadzone = game_settings.input_common.smash_input_reset_axis_threshold; let reset_deadzone = game_settings.input_common.smash_input_reset_axis_threshold;
let axis_threshold = game_settings.input_common.smash_input_axis_threshold; let axis_threshold = game_settings.input_common.smash_input_axis_threshold;
let frame_threshold = game_settings.input_common.smash_input_frame_threshold; let frame_threshold = game_settings.input_common.smash_input_frame_threshold;
if x_abs < reset_deadzone { input.movement_flick.update(
input.frames_in_x_flick_deadzone = 0xFE; movement,
} else if input.prev_frame.movement.x.abs() < reset_deadzone previous_movement,
|| input.prev_frame.movement.x.signum() != input.current_frame.movement.x.signum() reset_deadzone,
{ axis_threshold,
input.frames_in_x_flick_deadzone = 1; frame_threshold,
} else { );
input.frames_in_x_flick_deadzone = input.frames_in_x_flick_deadzone.saturating_add(1); input.directional_attack_flick.update(
} directional_attack,
previous_directional_attack,
if y_abs < reset_deadzone { reset_deadzone,
input.frames_in_y_flick_deadzone = 0xFE; axis_threshold,
} else if input.prev_frame.movement.y.abs() < reset_deadzone frame_threshold,
|| input.prev_frame.movement.y.signum() != input.current_frame.movement.y.signum() );
{
input.frames_in_y_flick_deadzone = 1;
} else {
input.frames_in_y_flick_deadzone = input.frames_in_y_flick_deadzone.saturating_add(1);
}
let tap = game_settings.input_common.input_buffer_size; let tap = game_settings.input_common.input_buffer_size;
let jump_pressed = input.is_pressed(DigitalAction::Jump); let jump_pressed = input.is_pressed(DigitalAction::Jump);
@@ -485,62 +675,40 @@ pub fn postprocess_input(
input.set_lifetime(FighterCommands::GuardHold, tap); input.set_lifetime(FighterCommands::GuardHold, tap);
} }
let mut y_flick_detected = for flick in input
y_abs >= axis_threshold && input.frames_in_y_flick_deadzone <= frame_threshold; .movement_flick
let mut x_flick_detected = .next_commands(movement)
x_abs >= axis_threshold && input.frames_in_x_flick_deadzone <= frame_threshold; .into_iter()
if y_flick_detected { .flatten()
{
let command = flick.smash_move_command();
match flick {
FlickDirection::Up | FlickDirection::Down => {
input.clear_command(FighterCommands::SmashMoveUp); input.clear_command(FighterCommands::SmashMoveUp);
input.clear_command(FighterCommands::SmashMoveDown); input.clear_command(FighterCommands::SmashMoveDown);
input.frames_in_y_flick_deadzone = 0xFF;
let command = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
FighterCommands::SmashMoveDown
};
input.set_lifetime(command, tap);
} }
if x_flick_detected { FlickDirection::Left | FlickDirection::Right => {
input.clear_command(FighterCommands::SmashMoveLeft); input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight); input.clear_command(FighterCommands::SmashMoveRight);
input.frames_in_x_flick_deadzone = 0xFF; }
let command = if input.current_frame.movement.x > 0.0 { }
FighterCommands::SmashMoveRight
} else {
FighterCommands::SmashMoveLeft
};
input.set_lifetime(command, tap); input.set_lifetime(command, tap);
} if flick == FlickDirection::Up {
if x_flick_detected && y_flick_detected {
x_flick_detected = x_abs > y_abs;
y_flick_detected = !x_flick_detected;
}
if y_flick_detected && input.current_frame.movement.y > 0.0 {
input.set_lifetime(FighterCommands::TapJump, tap); input.set_lifetime(FighterCommands::TapJump, tap);
} }
}
if attack_pressed { if attack_pressed {
let attack_type = if y_flick_detected { let attack_type = if let Some(flick) = input.consume_movement_flick() {
if input.current_frame.movement.y > 0.0 { flick.smash_attack_command()
FighterAttackCommandType::SmashAttackUp
} else {
FighterAttackCommandType::SmashAttackDown
}
} else if x_flick_detected {
if input.current_frame.movement.x > 0.0 {
FighterAttackCommandType::SmashAttackRight
} else {
FighterAttackCommandType::SmashAttackLeft
}
} else if x_abs > y_abs { } else if x_abs > y_abs {
if input.current_frame.movement.x.is_positive() { if movement.x.is_positive() {
FighterAttackCommandType::TiltAttackRight FighterAttackCommandType::TiltAttackRight
} else { } else {
FighterAttackCommandType::TiltAttackLeft FighterAttackCommandType::TiltAttackLeft
} }
} else if y_abs > x_abs { } else if y_abs > x_abs {
if input.current_frame.movement.y.is_positive() { if movement.y.is_positive() {
FighterAttackCommandType::TiltAttackUp FighterAttackCommandType::TiltAttackUp
} else { } else {
FighterAttackCommandType::TiltAttackDown FighterAttackCommandType::TiltAttackDown
@@ -548,10 +716,17 @@ pub fn postprocess_input(
} else { } else {
FighterAttackCommandType::Neutral FighterAttackCommandType::Neutral
}; };
dbg!(input.movement_flick.y, attack_type);
input.set_lifetime(FighterCommands::Attack, tap); input.set_lifetime(FighterCommands::Attack, tap);
input.set_attack_command_type(attack_type); input.set_attack_command_type(attack_type);
} }
if let Some(flick) = input.consume_directional_attack_flick() {
input.set_lifetime(FighterCommands::Attack, tap);
input.set_attack_command_type(flick.smash_attack_command());
}
for command in FighterCommands::iter() { for command in FighterCommands::iter() {
input.update_hold(command); input.update_hold(command);
} }
@@ -563,6 +738,20 @@ mod tests {
use super::*; use super::*;
use crate::input::ActionBindingMask; use crate::input::ActionBindingMask;
const RESET_THRESHOLD: FGi32 = FGi32::lit("0.2");
const AXIS_THRESHOLD: FGi32 = FGi32::lit("0.8");
const FRAME_THRESHOLD: u8 = 3;
fn update_flick(state: &mut StickFlickState, current: FGVec2, previous: FGVec2) {
state.update(
current,
previous,
RESET_THRESHOLD,
AXIS_THRESHOLD,
FRAME_THRESHOLD,
);
}
fn advance_command(input: &mut FighterInput, command: FighterCommands) { fn advance_command(input: &mut FighterInput, command: FighterCommands) {
input.reduce_command_lifetime(command); input.reduce_command_lifetime(command);
input.update_hold(command); input.update_hold(command);
@@ -583,6 +772,94 @@ mod tests {
assert!(second_binding_pressed(current, previous)); assert!(second_binding_pressed(current, previous));
} }
#[test]
fn flick_remains_available_for_the_configured_window() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
for _ in 2..=FRAME_THRESHOLD {
update_flick(&mut flick, right, right);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
}
update_flick(&mut flick, right, right);
assert_eq!(flick.peek(right), None);
}
#[test]
fn passive_command_does_not_consume_flick() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(
flick.next_commands(right),
[Some(FlickDirection::Right), None]
);
assert_eq!(flick.next_commands(right), [None, None]);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
update_flick(&mut flick, right, right);
assert_eq!(flick.consume(right), Some(FlickDirection::Right));
assert_eq!(flick.peek(right), None);
}
#[test]
fn consumed_flick_rearms_after_returning_below_reset_threshold() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.consume(right), Some(FlickDirection::Right));
update_flick(&mut flick, right, right);
assert_eq!(flick.peek(right), None);
update_flick(&mut flick, FGVec2::ZERO, right);
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
}
#[test]
fn flick_can_reach_activation_threshold_after_entering_reset_deadzone() {
let mut flick = StickFlickState::default();
let partial = FGVec2::lit("0.4", "0");
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, partial, FGVec2::ZERO);
assert_eq!(flick.peek(partial), None);
update_flick(&mut flick, right, partial);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
}
#[test]
fn diagonal_flick_prioritizes_horizontal_and_consumes_the_gesture() {
let mut flick = StickFlickState::default();
let diagonal = FGVec2::lit("0.9", "1");
update_flick(&mut flick, diagonal, FGVec2::ZERO);
assert_eq!(
flick.next_commands(diagonal),
[Some(FlickDirection::Right), Some(FlickDirection::Up)]
);
assert_eq!(flick.consume(diagonal), Some(FlickDirection::Right));
assert_eq!(flick.peek(diagonal), None);
}
#[test]
fn direction_reversal_starts_a_new_flick() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
let left = FGVec2::lit("-1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.consume(right), Some(FlickDirection::Right));
update_flick(&mut flick, left, right);
assert_eq!(flick.peek(left), Some(FlickDirection::Left));
}
#[test] #[test]
fn command_can_be_consumed_without_erasing_raw_input() { fn command_can_be_consumed_without_erasing_raw_input() {
let mut input = FighterInput::default(); let mut input = FighterInput::default();
+17
View File
@@ -9,6 +9,7 @@ use crate::math::vec::FGVec2;
pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFrame { pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFrame {
let mut input_frame = FighterInputFrame::default(); let mut input_frame = FighterInputFrame::default();
let mut movement = Vec2::ZERO; let mut movement = Vec2::ZERO;
let mut directional_attack = Vec2::ZERO;
for gamepad_element in &input_map.gamepad { for gamepad_element in &input_map.gamepad {
match &gamepad_element.binding { match &gamepad_element.binding {
@@ -34,12 +35,24 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
movement.y += sign as f32 movement.y += sign as f32
} }
} }
InputMapAction::AttackXDir(sign) => {
if pressed {
directional_attack.x += sign as f32;
}
}
InputMapAction::AttackYDir(sign) => {
if pressed {
directional_attack.y += sign as f32;
}
}
} }
} }
// gamepad does not have a separate axis for left and right, so sign here should be 1 // gamepad does not have a separate axis for left and right, so sign here should be 1
GamepadBinding::Axis(axis, sign) => { GamepadBinding::Axis(axis, sign) => {
let value = pad.get(*axis).unwrap_or(0.0) * (*sign as f32); let value = pad.get(*axis).unwrap_or(0.0) * (*sign as f32);
match gamepad_element.action { match gamepad_element.action {
InputMapAction::AttackXDir(_) => directional_attack.x += value,
InputMapAction::AttackYDir(_) => directional_attack.y += value,
InputMapAction::MovementXDir(_) => movement.x += value, InputMapAction::MovementXDir(_) => movement.x += value,
InputMapAction::MovementYDir(_) => movement.y += value, InputMapAction::MovementYDir(_) => movement.y += value,
_ => {} _ => {}
@@ -49,6 +62,10 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
} }
input_frame.movement = FGVec2::new(FGi32::from_num(movement.x), FGi32::from_num(movement.y)); input_frame.movement = FGVec2::new(FGi32::from_num(movement.x), FGi32::from_num(movement.y));
input_frame.directional_attack = FGVec2::new(
FGi32::from_num(directional_attack.x),
FGi32::from_num(directional_attack.y),
);
input_frame input_frame
} }
+6
View File
@@ -39,6 +39,12 @@ pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) ->
); );
} }
} }
InputMapAction::AttackXDir(sign) => {
input_frame.directional_attack.x += (sign) * action_strength;
}
InputMapAction::AttackYDir(sign) => {
input_frame.directional_attack.y += (sign) * action_strength;
}
} }
} }
+3
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@@ -12,6 +12,8 @@ pub enum InputActionState {
#[derive(Debug)] #[derive(Debug)]
pub enum InputMapAction { pub enum InputMapAction {
AttackXDir(i32),
AttackYDir(i32),
MovementXDir(i32), MovementXDir(i32),
MovementYDir(i32), MovementYDir(i32),
Jump, Jump,
@@ -26,6 +28,7 @@ impl InputMapAction {
Self::Shield => Some(crate::input::DigitalAction::Shield), Self::Shield => Some(crate::input::DigitalAction::Shield),
Self::Attack => Some(crate::input::DigitalAction::Attack), Self::Attack => Some(crate::input::DigitalAction::Attack),
Self::MovementXDir(_) | Self::MovementYDir(_) => None, Self::MovementXDir(_) | Self::MovementYDir(_) => None,
Self::AttackYDir(_) | Self::AttackXDir(_) => None,
} }
} }
} }
+24 -1
View File
@@ -14,7 +14,7 @@ pub mod gamepad;
pub mod keyboard; pub mod keyboard;
pub mod map; pub mod map;
pub use buffer::{FighterCommands, FighterInput}; pub use buffer::{FighterCommands, FighterInput, FlickDirection};
pub use frame::{ActionBindingMask, DigitalAction, DigitalActionBindings, FighterInputFrame}; pub use frame::{ActionBindingMask, DigitalAction, DigitalActionBindings, FighterInputFrame};
pub use map::{ pub use map::{
BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction, BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction,
@@ -136,6 +136,11 @@ impl Plugin for FighterInputPlugin {
action: InputMapAction::Jump, action: InputMapAction::Jump,
binding_slot: 0, binding_slot: 0,
}, },
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::West),
action: InputMapAction::Jump,
binding_slot: 1,
},
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2), binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield, action: InputMapAction::Shield,
@@ -152,6 +157,17 @@ impl Plugin for FighterInputPlugin {
action: InputMapAction::Attack, action: InputMapAction::Attack,
binding_slot: 0, binding_slot: 0,
}, },
//C-stick
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::RightStickX, 1),
action: InputMapAction::AttackXDir(1),
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::RightStickY, 1),
action: InputMapAction::AttackYDir(1),
binding_slot: 0,
},
], ],
}) })
.insert_resource(MenuInputMap { .insert_resource(MenuInputMap {
@@ -259,6 +275,13 @@ fn preprocess_input_frame(frame: &mut FighterInputFrame, game_settings: &GameSet
if frame.movement.y.abs() < game_settings.input_common.stick_deadzone { if frame.movement.y.abs() < game_settings.input_common.stick_deadzone {
frame.movement.y = FGi32::ZERO; frame.movement.y = FGi32::ZERO;
} }
if frame.directional_attack.x.abs() < game_settings.input_common.stick_deadzone {
frame.directional_attack.x = FGi32::ZERO;
}
if frame.directional_attack.y.abs() < game_settings.input_common.stick_deadzone {
frame.directional_attack.y = FGi32::ZERO;
}
} }
fn read_local_inputs( fn read_local_inputs(
+2 -2
View File
@@ -153,8 +153,8 @@ pub fn navigate(
Ok(_entity) => { Ok(_entity) => {
// Successfully navigated // Successfully navigated
} }
Err(e) => { Err(_e) => {
error!("Navigation error: {}", e) //error!("Navigation error: {}", e)
} }
} }
} }