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

115 lines
3.5 KiB
Rust

use crate::{
fighter::{
FighterInvulnerabilityState,
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
land::LandingType,
},
},
input,
math::vec::FGVec2,
};
#[derive(Debug, Clone, Hash)]
pub struct AirDodgeState {
pub direction: FGVec2,
}
impl FighterStateImpl for AirDodgeState {
const NAME: &'static str = "AirDodge";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
)))
} else {
None
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start
+ state_context
.fighter_attributes
.air_dodge_intangible_duration;
if state_context.animation_frame
== state_context.fighter_attributes.air_dodge_intangible_start
{
*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
} else if state_context.animation_frame >= airdodge_intangible_end {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(state_context, LandingType::Special, false)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::AirDodge, false);
state_context
.input
.clear_command(input::FighterCommands::Shield);
state_context
.input
.clear_command(input::FighterCommands::GuardHold);
state_context.velocity.0 =
self.direction * state_context.fighter_attributes.air_dodge_velocity;
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
fn on_exit(&mut self, state_context: &mut super::ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn name(&self) -> String {
Self::NAME.to_owned()
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(input::FighterCommands::Shield)
.then_some(())
.or_else(|| {
state_context
.input
.has_command(input::FighterCommands::GuardHold)
.then_some(())
})
.map(|_| {
FighterState::AirDodge(AirDodgeState {
direction: state_context
.input
.get_last_frame()
.movement
.normalize_or_zero(),
})
})
}