use crate::com::{Blocking, Collision, Velocity, Position}; use crate::game::MyGame; use specs::{Join,RunNow}; struct Intersection; impl<'a> specs::System<'a> for Intersection { type SystemData = ( specs::Entities<'a>, specs::ReadStorage<'a, Position>, specs::ReadStorage<'a, Velocity>, specs::ReadStorage<'a, Blocking>, specs::WriteStorage<'a, Collision>, ); fn run(&mut self, (entity, position, velocity, blocking, mut collision): Self::SystemData) { let mut spacemap = std::collections::HashMap::new(); for (e, pos, _) in (&entity, &position, &blocking).join() { spacemap.insert(pos.to_grid(), e); } for (pos, vel, col) in (&position, &velocity, &mut collision).join() { if let Some(_) = spacemap.get(&pos.moved(vel).to_grid()) { col.has_collision = true; } } } } struct Physics; impl <'a> specs::System<'a> for Physics { type SystemData = ( specs::ReadStorage<'a, Velocity>, specs::ReadStorage<'a, Collision>, specs::WriteStorage<'a, Position>, ); fn run(&mut self, (velocity, collision, mut position): Self::SystemData) { for (vel, col, pos) in (&velocity, &collision, &mut position).join() { if !col.has_collision { pos.x += vel.dx; pos.y += vel.dy; } } } } struct ResetCollision; impl<'a> specs::System<'a> for ResetCollision { type SystemData = specs::WriteStorage<'a, Collision>; fn run(&mut self, mut collision: Self::SystemData) { for mut e in (&mut collision).join() { e.has_collision = false; } } } pub fn systems(game: &mut MyGame) { Intersection.run_now(&game.world.res); Physics.run_now(&game.world.res); ResetCollision.run_now(&game.world.res); }