Resources
This (short) chapter will explain the concept of resources, data which is shared between systems.
First of all, when would you need resources? There's actually a great example in chapter 3, where we just faked the delta time when applying the velocity. Let's see how we can do this the right way.
struct DeltaTime(f32);
Note: In practice you may want to use
std::time::Duration
instead, because you shouldn't usef32
s for durations in an actual game, because they're not precise enough.
Adding this resource to our world is pretty easy:
world.add_resource(DeltaTime(0.05)); // Let's use some start value
To update the delta time, just use
let mut delta = world.write_resource::<DeltaTime>();
*delta = DeltaTime(0.04);
Accessing resources from a system
As you might have guessed, there's a type implementing system data
specifically for resources. It's called Fetch
(or FetchMut
for
write access).
So we can now rewrite our system:
use specs::{Fetch, ReadStorage, System, WriteStorage};
struct UpdatePos;
impl<'a> System<'a> for UpdatePos {
type SystemData = (Fetch<'a, DeltaTime>,
ReadStorage<'a, Velocity>,
WriteStorage<'a, Position>);
fn run(&mut self, data: Self::SystemData) {
let (delta, vel, mut pos) = data;
// `Fetch` implements `Deref`, so it
// coerces to `&DeltaTime`.
let delta = delta.0;
for (vel, pos) in (&vel, &mut pos).join() {
pos.x += vel.x * delta;
pos.y += vel.y * delta;
}
}
}
Note that all resources that a system accesses must be registered with
world.add_resource(resource)
before that system is run, or you will get a
panic.
For more information on SystemData
, see the system data chapter.
In the next chapter, you will learn about the different storages and when to use which one.