Files
shinespark/src/fighter/state/jump.rs
T
2026-08-26 21:35:43 +02:00

171 lines
5.7 KiB
Rust

use std::time::Duration;
use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind, collision, state::{
FighterState, FighterStateContext, FighterStateImpl, air, fall::FallState, ground::{self, GroundedMotionResult, GroundedStateCommon}, land::LandingState,
},
}, input::FighterCommands,
};
#[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: &FighterStateContext) -> Option<FighterState> {
if self.duration_counter >= state_context.fighter_attribs.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_attribs.max_walk_vel {
state_context.fighter_attribs.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.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.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::JumpSquat],
Duration::ZERO,
);
}
}
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, _state_context: &FighterStateContext) -> Option<FighterState> {
None
}
fn update(&mut self, state_context: &mut FighterStateContext) {
info!("TRF1 {}", state_context.translation.0);
air::integrate_gravity(state_context.velocity, state_context.fighter_attribs);
air::apply_air_drift(state_context.velocity, state_context.fighter_attribs, state_context.input);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
info!("TRF12 {}", state_context.translation.0);
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
let movement_stick_x = state_context.input.get_last_frame().movement.x;
if movement_stick_x.is_zero() || movement_stick_x.signum() == state_context.facing_direction.to_sign() {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::JumpForward],
Duration::ZERO,
);
} else {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::JumpBack],
Duration::ZERO,
);
}
let vertical_vel = match self.jump_type {
JumpType::ShortHop => state_context.fighter_attribs.short_hop_vertical_velocity,
JumpType::LongJump => state_context.fighter_attribs.full_jump_vertical_velocity,
JumpType::DoubleJump => todo!(),
};
state_context.velocity.y = vertical_vel;
state_context.velocity.x += state_context.fighter_attribs.jump_horizontal_velocity * movement_stick_x;
state_context.input.clear_buffer();
}
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())))
}