use bevy::prelude::*; use crate::{ fighter::{ animation::AnimKind, collision, state::{ FighterState, FighterStateContext, FighterStateImpl, air, air_dodge::{self, AirDodgeState}, fall::FallState, ground::{self, GroundedMotionResult, GroundedStateCommon}, land::{LandingState, LandingType}, }, }, input::FighterCommands, math::{int::FGi32, vec::FGVec2}, }; #[derive(Debug, Hash, Clone, Copy)] pub enum JumpType { ShortHop, LongJump, DoubleJump, } #[derive(Debug, Clone, Hash)] pub struct JumpState { jump_type: JumpType, } #[derive(Debug, Clone, Hash)] pub struct JumpSquatState { pub grounded_common: GroundedStateCommon, pub duration_counter: u32, } impl JumpSquatState { pub fn create(grounded_common: GroundedStateCommon) -> Self { Self { grounded_common, duration_counter: 0, } } } impl FighterStateImpl for JumpSquatState { const NAME: &'static str = "JumpSquat"; fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option { // Special handling for wavedash from jump squat if state_context.input.has_command(FighterCommands::Shield) { // If aiming sideways and in the deadzone, do a perfect wavedash // TODO: Improve this so we don't have to go through the airborne state first let mut wavedash_dir = state_context .input .get_last_frame() .movement .normalize_or_zero(); let movement = state_context.input.get_last_frame().movement; if movement.y.is_zero() && !movement.x.is_zero() { wavedash_dir.y = -state_context.game_settings.input_common.stick_deadzone - FGi32::lit("-0.01"); wavedash_dir.x = movement.x.signum(); } if wavedash_dir == FGVec2::ZERO { wavedash_dir = FGVec2::lit("0.0", "-1.0"); } Some(FighterState::AirDodge(AirDodgeState { direction: wavedash_dir.normalize_or_zero(), })) } else if self.duration_counter >= state_context.fighter_manifest.attributes.jumpsquat_duration { info!("Jump {}", state_context.input.get_last_frame().jump); let jump_type = if state_context.input.get_last_frame().jump { JumpType::LongJump } else { JumpType::ShortHop }; Some(FighterState::Jump(JumpState { jump_type })) } else { None } } fn update(&mut self, state_context: &mut FighterStateContext) { self.duration_counter += 1; 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 } } fn on_enter(&mut self, state_context: &mut FighterStateContext) { state_context.play_animation(AnimKind::JumpSquat, false); state_context.input.clear_command(FighterCommands::Jump); } } impl FighterStateImpl for JumpState { const NAME: &'static str = "Jump"; fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option { if state_context.input.has_command(FighterCommands::Jump) { Some(FighterState::Jump(JumpState { jump_type: JumpType::DoubleJump, })) } else { air_dodge::check_input(state_context) } } fn update(&mut self, state_context: &mut FighterStateContext) { air::integrate_gravity( state_context.velocity, &state_context.fighter_manifest.attributes, ); air::apply_air_drift( state_context.velocity, &state_context.fighter_manifest.attributes, state_context.input, ); air::apply_air_motion( state_context.velocity, state_context.translation, state_context.prev_translation, ); } fn on_enter(&mut self, state_context: &mut FighterStateContext) { if let JumpType::DoubleJump = self.jump_type { state_context.input.clear_command(FighterCommands::Jump); } let movement_stick_x = state_context.input.get_last_frame().movement.x; match self.jump_type { JumpType::ShortHop | JumpType::LongJump => { if movement_stick_x.is_zero() || movement_stick_x.signum() == state_context.facing_direction.to_sign() { state_context.play_animation(AnimKind::JumpForward, false); } else { state_context.play_animation(AnimKind::JumpBack, false); } } JumpType::DoubleJump => { if movement_stick_x.is_zero() || movement_stick_x.signum() == state_context.facing_direction.to_sign() { state_context.play_animation(AnimKind::DoubleJumpForward, false); } else { state_context.play_animation(AnimKind::DoubleJumpBack, false); } } } let vertical_vel = match self.jump_type { JumpType::ShortHop => { state_context .fighter_manifest .attributes .short_hop_vertical_velocity } JumpType::LongJump => { state_context .fighter_manifest .attributes .full_jump_vertical_velocity } JumpType::DoubleJump => { state_context .fighter_manifest .attributes .full_jump_vertical_velocity * state_context .fighter_manifest .attributes .air_jump_multiplier } }; match self.jump_type { JumpType::ShortHop | JumpType::LongJump => { state_context.velocity.x += state_context .fighter_manifest .attributes .jump_horizontal_velocity * movement_stick_x; } JumpType::DoubleJump => { state_context.velocity.x = state_context .fighter_manifest .attributes .air_jump_horizontal_velocity * movement_stick_x; } }; state_context.velocity.y = vertical_vel; } fn check_collision_interrupt( &mut self, state_context: &mut FighterStateContext, ) -> Option { if let Some(res) = collision::air_collide_with_stage(state_context) { // Adjust translation state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point(); let grounded_common = GroundedStateCommon { current_line_id: res.line_id, }; Some(FighterState::Land(LandingState::create( grounded_common, LandingType::Normal, ))) } else { None } } } pub fn check_input( state_context: &FighterStateContext, ground_common: &GroundedStateCommon, ) -> Option { state_context .input .has_command(FighterCommands::Jump) .then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone()))) } pub fn check_input_double_jump(state_context: &FighterStateContext) -> Option { state_context .input .has_command(FighterCommands::Jump) .then(|| { FighterState::Jump(JumpState { jump_type: JumpType::DoubleJump, }) }) }