Files
shinespark/src/fighter/state/run.rs
T
EIREXE 2b5af49e15
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Implement hitstop shake (#42)
Reviewed-on: #42
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-18 11:56:53 +00:00

88 lines
2.7 KiB
Rust

use bevy::prelude::*;
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
wait, walk,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[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 InterruptContext) -> 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 EnterContext) {
state_context.play_animation(AnimKind::Run, true);
}
fn update(&mut self, state_context: &mut UpdateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, state_context.facing_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> {
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
pub fn check_input(
state_context: &InterruptContext,
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
}