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

95 lines
3.0 KiB
Rust

use std::time::Duration;
use bevy::prelude::*;
use super::{FighterStateContext, FighterStateImpl, ground, walk};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{
GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
};
use crate::fighter::state::{FighterState, dash, turn};
#[derive(Debug, Clone, Hash)]
pub struct WaitState {
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
state_context,
&self.grounded_common,
) {
// Prevent transitioning into myself
if let FighterState::Wait(_) = state {
None
} else {
Some(state)
}
} else if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
Some(state)
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
state_context.play_animation(AnimKind::Wait, true);
}
fn update(&mut self, state_context: &mut super::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
}
}
}
pub fn check_input(
state_context: &FighterStateContext,
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.stick_deadzone {
return Some(FighterState::Wait(WaitState {
grounded_common: ground_state_common.clone(),
}));
}
None
}