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