Files
shinespark/src/fighter/state/land.rs
T

84 lines
2.7 KiB
Rust

use crate::fighter::{
animation::AnimKind,
state::{
FighterState, FighterStateContext, FighterStateImpl, dash,
fall::FallState,
ground::{
self, GroundedMotionResult, GroundedStateCommon,
grounded_movement_standstill_common_interrupts,
},
walk,
},
};
#[derive(Debug, Clone, Hash)]
pub struct LandingState {
pub grounded_common: GroundedStateCommon,
}
impl LandingState {
pub fn create(grounded_common: GroundedStateCommon) -> Self {
Self { grounded_common }
}
}
impl FighterStateImpl for LandingState {
const NAME: &'static str = "Landing";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
} else if state_context.get_current_animation_frame()
>= state_context.fighter_manifest.attributes.landing_iasa
{
dash::check_input(state_context, &self.grounded_common).or_else(|| {
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
})
} else {
None
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
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<FighterState> {
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::Landing, false);
}
}