Files
shinespark/src/fighter/state/dash.rs
T
EIREXE 352c6fcb6c
CI / build-and-test (push) Successful in 11m2s
Stop using manual hashing for dash state (#31)
Reviewed-on: #31
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-15 20:21:28 +00:00

137 lines
4.4 KiB
Rust

use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
wait, walk,
};
use crate::fighter::FighterFacingDirection;
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::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)]
pub struct DashState {
direction: FighterFacingDirection,
pub ground_common: GroundedStateCommon,
}
impl DashState {
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
direction,
ground_common,
}
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
{
return Some(FighterState::Dash(DashState::new(
direction,
ground.clone(),
)));
}
if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
return Some(state);
}
if ctx.is_current_animation_finished() {
return run::check_input(ctx, ground)
.or_else(|| walk::check_input(ctx, ground))
.or_else(|| wait::check_input(ctx, ground));
}
if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
return run::check_input(ctx, ground);
}
None
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
*state_context.facing_direction = self.direction;
state_context.velocity.x =
state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
state_context.play_animation(AnimKind::Dash, false);
match state_context.facing_direction {
FighterFacingDirection::Left => {
state_context
.input
.clear_command(crate::input::FighterCommands::SmashMoveLeft);
}
FighterFacingDirection::Right => {
state_context
.input
.clear_command(crate::input::FighterCommands::SmashMoveRight);
}
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
if state_context.get_current_animation_frame()
< state_context.fighter_attributes.dash_acceleration_duration
{}
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
state_context.fighter_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 CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
{
Some(FighterState::Fall(FallState))
} else {
None
}
}
}
fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
if state_context.input.has_command(SmashMoveLeft) {
return Some(FighterFacingDirection::Left);
} else if state_context.input.has_command(SmashMoveRight) {
return Some(FighterFacingDirection::Right);
} else {
None
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
}