use super::utils::*; use crate::comp::{ActionState, EcsStateData, MoveState, StateUpdate}; use crate::states::StateHandler; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct State; impl StateHandler for State { fn new(_ecs_data: &EcsStateData) -> Self { Self {} } fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate { let mut update = StateUpdate { character: *ecs_data.character, pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, }; // Prevent action state handling update.character.action_state = ActionState::Idle(None); update.character.move_state = MoveState::Sit(None); // Try to Fall // ... maybe the ground disappears, // suddenly maybe a water spell appears. // Can't hurt to be safe :shrug: if !ecs_data.physics.on_ground { update.character.move_state = determine_fall_or_swim(ecs_data.physics); return update; } // Try to jump if ecs_data.inputs.jump.is_pressed() { update.character.move_state = MoveState::Jump(None); return update; } // Try to Run if ecs_data.inputs.move_dir.magnitude_squared() > 0.0 { update.character.move_state = MoveState::Run(None); return update; } // Try to Stand if ecs_data.inputs.sit.is_just_pressed() { update.character.move_state = MoveState::Stand(None); return update; } // No move has occurred, keep sitting update } }