- if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
- if ctrl.mov.to_point().length() < 0.1 {
- body.vel = wall.normal().into();
- } else {
- body.vel = ctrl.mov.to_point();
- }
- body.vel *= 5.0;
- body.pos += body.vel * 0.1;
- body.standing_on = None;
- return Some(Box::new(FallState))
+ body.vel = body.vel.project_onto(wall.angle());
+ }
+ }
+
+ fn update(&mut self, body: &mut Body, _ctrl: &Controller, _objects: &mut Objects, _lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> {
+ if let Some(wall) = &body.standing_on {
+ let (mut pos, mut vel) = wall.from_2d(&body.pos, &body.vel);
+ vel *= 0.9;
+ pos += vel;
+ let (p, v) = wall.to_2d(pos, vel);
+ body.pos = p;
+ body.vel = v;
+ }
+
+ None
+ }
+}
+ }
+
+ None
+ }
+}
+
+////////// JUMPING /////////////////////////////////////////////////////////////
+
+struct JumpTrigger;
+
+impl Trigger for JumpTrigger {
+ fn update(&mut self, body: &Body, ctrl: &Controller, _dt: Duration) -> Option<Box<dyn State>> {
+ if body.standing_on.is_some() && ctrl.jump.is_pressed && !ctrl.jump.was_pressed { // this is redundant now because JumpState needs a wall to get starting velocity, but that will probably change
+ Some(Box::new(JumpState))
+ } else {
+ None
+ }
+ }
+}
+
+struct JumpState;
+
+impl State for JumpState {
+ fn enter(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects) {
+ if let Some(wall) = &body.standing_on {
+ if ctrl.mov.to_point().length() < 0.1 {
+ body.vel = wall.normal().into();