Files
shinespark/src/fighter/state/walk.rs
T
EIREXE ae8f7b5850
CI / build-and-test (push) Failing after 10m51s
Deduplicate fighter state lifecycle policies (#36)
Fixes #22

Extracts shared grounded collision/friction and airborne movement/landing policies while preserving state-specific behavior. Running fighters now pass `can_walk_off = true` so they can run off platform edges. Includes grounded and airborne hitstun call sites.

Reviewed-on: #36
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-16 18:30:53 +00:00

75 lines
2.3 KiB
Rust

use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash,
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
pub grounded_common: GroundedStateCommon,
}
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, &self.grounded_common)
{
return Some(state);
}
wait::check_input(state_context, &self.grounded_common)
.or_else(|| dash::check_input(state_context, &self.grounded_common))
}
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,
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, false)
}
}
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.is_zero() {
return Some(FighterState::Walk(WalkState {
grounded_common: ground_state_common.clone(),
}));
}
None
}