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