Closed eboatwright closed 2 years ago
OH! I figured it out! I just take the Entities value in my system, and then in the for() for looping through each entity, I put that in it with it! Here's the code if anyone wants:
struct BallSystem;
impl<'a> System<'a> for BallSystem {
type SystemData = (
ReadStorage<'a, Transform>,
WriteStorage<'a, RigidBody>,
ReadStorage<'a, Ball>,
ReadStorage<'a, Paddle>,
ReadStorage<'a, Block>,
Entities<'a>,
);
fn run(&mut self, (transform, mut rigidbody, ball, paddle, block, entities): Self::SystemData) {
for (e_transform, e_rigidbody, e_ball) in (&transform, &mut rigidbody, &ball).join() {
if is_key_pressed(KeyCode::Space)
&& e_rigidbody.velocity == Vec2::ZERO {
e_rigidbody.velocity = vec2(e_ball.move_speed, -e_ball.move_speed);
}
if e_transform.position.x < 0.0
|| e_transform.position.x > SCREEN_WIDTH as f32 - 13.0 {
e_rigidbody.velocity.x *= -1.0;
}
if e_transform.position.y < 0.0 {
e_rigidbody.velocity.y *= -1.0;
}
for (p_transform, _p_paddle) in (&transform, &paddle).join() {
if e_transform.position.y + 13.0 > p_transform.position.y
&& e_transform.position.x + 13.0 > p_transform.position.x
&& e_transform.position.x < p_transform.position.x + 80.0 {
e_rigidbody.velocity.y *= -1.0;
}
}
for (entity, b_transform, b_block) in (&entities, &transform, &block).join() {
if e_transform.position.x + 13.0 > b_transform.position.x {
entities.delete(entity).unwrap();
}
}
}
}
}
I'm still working on my breakout clone, and I'm working on the blocks now. So, I've got it to where I can access the Block components from the ball system and check the collisions, now I need to delete the Block. How do I get the Entity to delete it?