use bevy::prelude::*; use super::{FighterStateContext, FighterStateImpl, ground, wait, walk}; use crate::fighter::animation::AnimKind; use crate::fighter::state::FighterState; use crate::fighter::state::fall::FallState; use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon}; use crate::math::int::FGi32; #[derive(Component, Debug, Clone, Hash)] pub struct RunState { pub grounded_common: GroundedStateCommon, } impl FighterStateImpl for RunState { const NAME: &'static str = "Run"; fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option { if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) { return Some(state); } let input_frame = state_context.input.get_last_frame(); if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold { None } else { walk::check_input(state_context, &self.grounded_common) .or_else(|| wait::check_input(state_context, &self.grounded_common)) } } fn on_enter(&mut self, state_context: &mut super::FighterStateContext) { state_context.play_animation(AnimKind::Run, true); } fn update(&mut self, state_context: &mut super::FighterStateContext) { let last_frame = state_context.input.get_last_frame(); let (accel, target_vel) = state_context .fighter_manifest .attributes .get_accel_and_target_dashrun(&last_frame, FGi32::ONE); let accel = ground::compute_ground_accel( accel, target_vel, state_context.velocity.x, &state_context.fighter_manifest.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 FighterStateContext, ) -> Option { if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false) { Some(FighterState::Fall(FallState)) } else { None } } } pub fn check_input( state_context: &FighterStateContext, ground_state_common: &GroundedStateCommon, ) -> Option { let input_frame = state_context.input.get_last_frame(); if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold { return Some(FighterState::Run(RunState { grounded_common: ground_state_common.clone(), })); } None }