use crate::components::{Blocking, Collision, Position, Velocity, World}; use crate::game::MyGame; use nalgebra::{Isometry2, Vector2}; use specs::{Join, RunNow}; struct Collide; impl<'a> specs::System<'a> for Collide { type SystemData = ( specs::Entities<'a>, specs::ReadStorage<'a, Position>, specs::ReadStorage<'a, Velocity>, specs::ReadStorage<'a, Blocking>, specs::WriteStorage<'a, Collision>, specs::WriteExpect<'a, World>, ); fn run( &mut self, (entities, position, velocity, blocking, mut collisions, mut w): Self::SystemData, ) { let _: Vec<()> = (&entities, &position, &blocking) .join() .map(|(e, pos, bl)| { let np = if let Some(vel) = velocity.get(e) { pos.moved(vel) } else { pos.clone() }; let obj = w.get_mut(bl.handle).unwrap(); obj.set_position(Isometry2::new(Vector2::new(np.x, np.y), nalgebra::zero())); }) .collect(); w.update(); for ev in w.proximity_events() { if ev.new_status == ncollide2d::query::Proximity::Intersecting { let e = w.collision_object(ev.collider1).unwrap().data(); collisions.get_mut(*e).map(|r| r.has_collision = true); let e = w.collision_object(ev.collider2).unwrap().data(); collisions.get_mut(*e).map(|r| r.has_collision = true); } else { let e = w.collision_object(ev.collider1).unwrap().data(); collisions.get_mut(*e).map(|r| r.has_collision = false); let e = w.collision_object(ev.collider2).unwrap().data(); collisions.get_mut(*e).map(|r| r.has_collision = false); } } w.clear_events(); } } 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; } } } } pub fn systems(game: &mut MyGame) { Collide.run_now(&game.world); Physics.run_now(&game.world); }