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shinespark/src/fighter/state/walk.rs
T
EIREXE 259dada54f
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Implement grounded fighter pushing (#85)
Reviewed-on: #85
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 07:29:02 +00:00

67 lines
2.0 KiB
Rust

use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash,
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{self, FighterState};
#[derive(Debug, Clone, Hash)]
pub struct WalkState;
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
wait::check_input(state_context).or_else(|| dash::check_input(state_context)).or_else(|| state::ground_attack::check_interrupt(state_context))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Walk, 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_walk(&last_frame);
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,
);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if !input_frame.movement.x.is_zero() {
return Some(FighterState::Walk(WalkState));
}
None
}