use super::{FighterStateContext, FighterStateImpl}; use crate::fighter::animation::AnimKind; use crate::fighter::collision; use crate::fighter::state::fall::FallState; use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon}; use crate::fighter::state::land::LandingState; use crate::fighter::state::{air, dash, jump, wait, walk, FighterState}; #[derive(Debug, Clone, Hash)] pub struct TurnState { grounded_common: GroundedStateCommon, } impl FighterStateImpl for TurnState { const NAME: &'static str = "Turn"; fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option { // State chain that results in the turn completing if let Some(state) = jump::check_input(state_context, &self.grounded_common) { Some(state) } else if state_context.is_current_animation_finished() { if let Some(state) = dash::check_input(state_context, &self.grounded_common) { Some(state) } else if let Some(state) = walk::check_input(state_context, &self.grounded_common) { Some(state) } else if let Some(state) = wait::check_input(state_context, &self.grounded_common) { Some(state) } else { None } } else { None } } fn on_enter(&mut self, state_context: &mut super::FighterStateContext) { state_context.play_animation(AnimKind::Turn, false); *state_context.facing_direction = state_context.facing_direction.reverse(); } fn update(&mut self, state_context: &mut super::FighterStateContext) { let friction = if state_context.velocity.x.abs() > state_context.fighter_manifest.attributes.max_walk_vel { state_context.fighter_manifest.attributes.ground_friction * state_context .game_settings .fighter_common .ground_friction_over_walk_speed_multiplier } else { state_context.fighter_manifest.attributes.ground_friction }; let ground_velocity = state_context.velocity.x; state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity); 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, grounded_common: &GroundedStateCommon, ) -> Option { let input_frame = state_context.input.get_last_frame(); let smash_input_frame_threshold = state_context .game_settings .input_common .smash_input_frame_threshold; if !input_frame.movement.x.is_zero() && input_frame.movement.x.signum() != state_context.facing_direction.to_sign() && state_context.input.get_frames_in_smash_move_deadzone() > smash_input_frame_threshold { return Some(FighterState::Turn(TurnState { grounded_common: grounded_common.clone(), })); } None }