fn hydrate(
entities: Res<'_, Entities>,
hydrated: CompMut<'_, MapElementHydrated>,
element_handles: Comp<'_, ElementHandle>,
assets: Res<'_, AssetServer>,
spikes: CompMut<'_, Spike>,
atlas_sprites: CompMut<'_, AtlasSprite>,
bodies: CompMut<'_, KinematicBody>,
animated_sprites: CompMut<'_, AnimatedSprite>,
)