use super::{ CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash, ground, wait, }; use crate::fighter::animation::AnimKind; use crate::fighter::state::{self, FighterState}; #[derive(Debug, Clone, Hash)] pub struct WalkState; impl FighterStateImpl for WalkState { const NAME: &'static str = "Walk"; fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option { if let Some(state) = ground::grounded_movement_common_interrupts(state_context) { return Some(state); } wait::check_input(state_context).or_else(|| dash::check_input(state_context)).or_else(|| state::ground_attack::check_interrupt(state_context)) } fn on_enter(&mut self, state_context: &mut EnterContext) { state_context.play_animation(AnimKind::Walk, true); } fn update(&mut self, state_context: &mut UpdateContext) { let last_frame = state_context.input.get_last_frame(); let (accel, target_vel) = state_context .fighter_attributes .get_accel_and_target_walk(&last_frame); let accel = ground::compute_ground_accel( accel, target_vel, state_context.velocity.x, state_context.fighter_attributes, &state_context.game_settings, ); state_context.velocity.x += accel; ground::apply_grounded_motion( state_context.velocity, state_context.translation, state_context.prev_translation, ); } fn check_collision_interrupt( &mut self, state_context: &mut CollisionContext, ) -> Option { ground::collision_interrupt(state_context, false) } fn is_visually_grounded<'a>(&'a self) -> bool { true } } pub fn check_input(state_context: &InterruptContext) -> Option { let input_frame = state_context.input.get_last_frame(); if !input_frame.movement.x.is_zero() { return Some(FighterState::Walk(WalkState)); } None }