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

274 lines
8.8 KiB
Rust

use std::time::Duration;
use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
air_dodge::{self, AirDodgeState},
fall::FallState,
ground::{self, GroundedMotionResult, GroundedStateCommon},
land::LandingState,
},
},
input::FighterCommands,
math::{int::FGi32, vec::FGVec2},
};
#[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType {
ShortHop,
LongJump,
DoubleJump,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpState {
jump_type: JumpType,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpSquatState {
pub grounded_common: GroundedStateCommon,
pub duration_counter: u32,
}
impl JumpSquatState {
pub fn create(grounded_common: GroundedStateCommon) -> Self {
Self {
grounded_common,
duration_counter: 0,
}
}
}
impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
// Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir = state_context
.input
.get_last_frame()
.movement
.normalize_or_zero();
let movement = state_context.input.get_last_frame().movement;
if movement.y.is_zero() && !movement.x.is_zero() {
wavedash_dir.y =
-state_context.game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.x = movement.x.signum();
}
if wavedash_dir == FGVec2::ZERO {
wavedash_dir = FGVec2::lit("0.0", "-1.0");
}
Some(FighterState::AirDodge(AirDodgeState {
duration_counter: 0,
direction: wavedash_dir.normalize_or_zero(),
}))
} else if self.duration_counter
>= state_context.fighter_manifest.attributes.jumpsquat_duration
{
info!("Jump {}", state_context.input.get_last_frame().jump);
let jump_type = if state_context.input.get_last_frame().jump {
JumpType::LongJump
} else {
JumpType::ShortHop
};
Some(FighterState::Jump(JumpState { jump_type }))
} else {
None
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
self.duration_counter += 1;
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::JumpSquat, false);
state_context.input.clear_command(FighterCommands::Jump);
}
}
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
}))
} else {
air_dodge::check_input(state_context)
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.input,
);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
if let JumpType::DoubleJump = self.jump_type {
state_context.input.clear_command(FighterCommands::Jump);
}
let movement_stick_x = state_context.input.get_last_frame().movement.x;
match self.jump_type {
JumpType::ShortHop | JumpType::LongJump => {
if movement_stick_x.is_zero()
|| movement_stick_x.signum() == state_context.facing_direction.to_sign()
{
state_context.play_animation(AnimKind::JumpForward, false);
} else {
state_context.play_animation(AnimKind::JumpBack, false);
}
}
JumpType::DoubleJump => {
state_context.play_animation(AnimKind::DoubleJump, false);
}
}
let vertical_vel = match self.jump_type {
JumpType::ShortHop => {
state_context
.fighter_manifest
.attributes
.short_hop_vertical_velocity
}
JumpType::LongJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
}
JumpType::DoubleJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
* state_context
.fighter_manifest
.attributes
.air_jump_multiplier
}
};
match self.jump_type {
JumpType::ShortHop | JumpType::LongJump => {
state_context.velocity.x += state_context
.fighter_manifest
.attributes
.jump_horizontal_velocity
* movement_stick_x;
}
JumpType::DoubleJump => {
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.air_jump_horizontal_velocity
* movement_stick_x;
}
};
state_context.velocity.y = vertical_vel;
state_context.velocity.x += state_context
.fighter_manifest
.attributes
.jump_horizontal_velocity
* movement_stick_x;
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState {
grounded_common,
duration_counter: 0,
}))
} else {
None
}
}
}
pub fn check_input(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
}
pub fn check_input_double_jump(state_context: &FighterStateContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| {
FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
})
})
}