Clunkily use a collision world instead of manual broad phase
Getty Ritter
6 years ago
| 80 | 80 | } |
| 81 | 81 | } |
| 82 | 82 | |
| 83 | // create the player | |
| 84 | let ball = { | |
| 85 | let mut h = w.write_resource::<World>(); | |
| 86 | Blocking::new_ball(&mut h) | |
| 87 | }; | |
| 88 | w.create_entity() | |
| 83 | w.create_entity_unchecked() | |
| 89 | 84 | .with(Position { |
| 90 | 85 | x: 3.0 * consts::TILE_SIZE, |
| 91 | 86 | y: 3.0 * consts::TILE_SIZE, |
| 97 | 92 | .with(Collision { |
| 98 | 93 | has_collision: false, |
| 99 | 94 | }) |
| 100 |
.with( |
|
| 95 | .with({ | |
| 96 | let mut h = w.write_resource::<World>(); | |
| 97 | Blocking::new_ball(&mut h) | |
| 98 | }) | |
| 101 | 99 | .build(); |
| 102 | 100 | } |