physics.rs 2.5 KB

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  1. use crate::components::{Blocking, Collision, Position, Velocity, World};
  2. use crate::game::MyGame;
  3. use nalgebra::{Isometry2, Vector2};
  4. use specs::{Join, RunNow};
  5. struct Collide;
  6. impl<'a> specs::System<'a> for Collide {
  7. type SystemData = (
  8. specs::Entities<'a>,
  9. specs::ReadStorage<'a, Position>,
  10. specs::ReadStorage<'a, Velocity>,
  11. specs::ReadStorage<'a, Blocking>,
  12. specs::WriteStorage<'a, Collision>,
  13. specs::WriteExpect<'a, World>,
  14. );
  15. fn run(
  16. &mut self,
  17. (entities, position, velocity, blocking, mut collisions, mut w): Self::SystemData,
  18. ) {
  19. let _: Vec<()> = (&entities, &position, &blocking)
  20. .join()
  21. .map(|(e, pos, bl)| {
  22. let np = if let Some(vel) = velocity.get(e) {
  23. pos.moved(vel)
  24. } else {
  25. pos.clone()
  26. };
  27. let obj = w.get_mut(bl.handle).unwrap();
  28. obj.set_position(Isometry2::new(Vector2::new(np.x, np.y), nalgebra::zero()));
  29. })
  30. .collect();
  31. w.update();
  32. for ev in w.proximity_events() {
  33. if ev.new_status == ncollide2d::query::Proximity::Intersecting {
  34. let e = w.collision_object(ev.collider1).unwrap().data();
  35. collisions.get_mut(*e).map(|r| r.has_collision = true);
  36. let e = w.collision_object(ev.collider2).unwrap().data();
  37. collisions.get_mut(*e).map(|r| r.has_collision = true);
  38. } else {
  39. let e = w.collision_object(ev.collider1).unwrap().data();
  40. collisions.get_mut(*e).map(|r| r.has_collision = false);
  41. let e = w.collision_object(ev.collider2).unwrap().data();
  42. collisions.get_mut(*e).map(|r| r.has_collision = false);
  43. }
  44. }
  45. w.clear_events();
  46. }
  47. }
  48. struct Physics;
  49. impl<'a> specs::System<'a> for Physics {
  50. type SystemData = (
  51. specs::ReadStorage<'a, Velocity>,
  52. specs::ReadStorage<'a, Collision>,
  53. specs::WriteStorage<'a, Position>,
  54. );
  55. fn run(&mut self, (velocity, collision, mut position): Self::SystemData) {
  56. for (vel, col, pos) in (&velocity, &collision, &mut position).join() {
  57. if !col.has_collision {
  58. pos.x += vel.dx;
  59. pos.y += vel.dy;
  60. }
  61. }
  62. }
  63. }
  64. pub fn systems(game: &mut MyGame) {
  65. Collide.run_now(&game.world);
  66. Physics.run_now(&game.world);
  67. }