// Library use specs::{Join, Read, ReadStorage, System, WriteStorage, Entities}; use vek::*; // Crate use crate::comp::{Control, Animation, AnimationHistory, phys::{Pos, Vel, Dir}}; // Basic ECS AI agent system pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, WriteStorage<'a, Vel>, WriteStorage<'a, Dir>, WriteStorage<'a, AnimationHistory>, ReadStorage<'a, Control>, ); fn run(&mut self, (entities, mut vels, mut dirs, mut anims, controls): Self::SystemData) { for (entity, mut vel, mut dir, control) in (&entities, &mut vels, &mut dirs, &controls).join() { // TODO: Don't hard-code this // Apply physics to the player: acceleration and non-linear decceleration vel.0 += control.move_dir * 2.0 - vel.0.map(|e| e * e.abs() + e) * 0.03; let animation = if control.move_dir.magnitude() > 0.01 { dir.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0); Animation::Run } else { Animation::Idle }; let last_animation = anims.get_mut(entity).map(|h| h.current); anims.insert(entity, AnimationHistory { last: last_animation, current: animation, }); } } }