use crate::prelude::*;
#[derive(HasSchema, Default, Debug, Clone)]
#[type_data(metadata_asset("slippery"))]
#[repr(C)]
pub struct SlipperyMeta {
pub atlas: Handle<Atlas>,
pub body_size: Vec2,
pub player_slide: f32,
pub body_friction: f32,
}
pub fn game_plugin(game: &mut Game) {
SlipperyMeta::register_schema();
game.init_shared_resource::<AssetServer>();
}
pub fn session_plugin(session: &mut Session) {
session
.stages
.add_system_to_stage(CoreStage::PreUpdate, hydrate)
.add_system_to_stage(CoreStage::PreUpdate, update);
}
#[derive(Clone, Debug, HasSchema, Default)]
pub struct Slippery {
pub player_slide: f32,
pub body_friction: f32,
}
fn hydrate(
entities: Res<Entities>,
mut hydrated: CompMut<MapElementHydrated>,
element_handles: Comp<ElementHandle>,
assets: Res<AssetServer>,
mut slippery: CompMut<Slippery>,
mut atlas_sprites: CompMut<AtlasSprite>,
mut bodies: CompMut<KinematicBody>,
) {
let mut not_hydrated_bitset = hydrated.bitset().clone();
not_hydrated_bitset.bit_not();
not_hydrated_bitset.bit_and(element_handles.bitset());
for entity in entities.iter_with_bitset(¬_hydrated_bitset) {
let element_handle = element_handles.get(entity).unwrap();
let element_meta = assets.get(element_handle.0);
if let Ok(SlipperyMeta {
atlas,
body_size,
player_slide,
body_friction,
}) = assets.get(element_meta.data).try_cast_ref()
{
hydrated.insert(entity, MapElementHydrated);
atlas_sprites.insert(entity, AtlasSprite::new(*atlas));
bodies.insert(
entity,
KinematicBody {
shape: ColliderShape::Rectangle { size: *body_size },
has_mass: false,
..default()
},
);
slippery.insert(
entity,
Slippery {
player_slide: *player_slide,
body_friction: *body_friction,
},
);
}
}
}
pub fn update(
entities: Res<Entities>,
slippery: CompMut<Slippery>,
collision_world: CollisionWorld,
mut bodies: CompMut<KinematicBody>,
) {
for (slippery_ent, slippery) in entities.iter_with(&slippery) {
for (p_ent, body) in entities.iter_with(&mut bodies) {
if collision_world
.actor_collisions(p_ent)
.contains(&slippery_ent)
{
body.frame_friction_override = Some(slippery.body_friction);
}
}
}
}