use super::{ CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash, ground, wait, }; use crate::fighter::animation::AnimKind; use crate::fighter::state::FighterState; use crate::fighter::state::ground::GroundedStateCommon; #[derive(Debug, Clone, Hash)] pub struct WalkState { pub grounded_common: GroundedStateCommon, } 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, &self.grounded_common) { return Some(state); } wait::check_input(state_context, &self.grounded_common) .or_else(|| dash::check_input(state_context, &self.grounded_common)) } 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, &mut self.grounded_common, false) } fn is_visually_grounded<'a>( &'a self, ) -> bool { true } } pub fn check_input( state_context: &InterruptContext, ground_state_common: &GroundedStateCommon, ) -> Option { let input_frame = state_context.input.get_last_frame(); if !input_frame.movement.x.is_zero() { return Some(FighterState::Walk(WalkState { grounded_common: ground_state_common.clone(), })); } None }