Files
shinespark/src/fighter/state/run.rs
T
2026-08-29 17:49:38 +02:00

89 lines
2.9 KiB
Rust

use bevy::prelude::*;
use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::math::int::FGi32;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState {
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
return Some(state);
}
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs()
>= state_context.game_settings.input_common.run_stick_threshold
{
None
} else {
walk::check_input(state_context, &self.grounded_common)
.or_else(|| wait::check_input(state_context, &self.grounded_common))
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
state_context.play_animation(AnimKind::Run, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.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 FighterStateContext,
) -> Option<FighterState> {
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,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Run(RunState {
grounded_common: ground_state_common.clone(),
}));
}
None
}