import "luxe: io" for IO import "luxe: world" for World, Entity, Modifiers, ModifierSystem, Transform import "utils/hex" for Hex //User facing API //This is what the user of your modifier will interact with class Slot { static create(entity) { Modifiers.create(This, entity) } static destroy(entity) { Modifiers.destroy(This, entity) } static has(entity) { Modifiers.has(This, entity) } } //Slot //Your modifier system implementation. //This speaks to the engine and your user facing API //to do the actual work. You'll get notified when things change //in the world and respond to them here. class SlotSystem is ModifierSystem { construct new() { //called when your system is first created. } init(world) { _world = world //called when your modifier is created in a world } destroy() { //called when your modifier is removed from a world } attach(entity, data) { //called when attached to an entity } detach(entity, data) { //called when detached from an entity, like on destroy } tick(delta) { if(!World.tag_has(_world, "edit")) return //only in editor pls //called usually once every frame. //called when the world that this modifier lives in, is ticked each {|entity, data| var pos = Transform.get_pos(entity) var coord = Hex.pos_to_coord(pos, 50) //todo: get scale from field coord = Hex.round(coord) pos = Hex.coord_to_pos(coord, 50) Transform.set_pos(entity, pos.x, pos.y) data.coord = coord } } //tick } //SlotSystem var Modifier = SlotSystem //required