KaijuSaveEarth/src/ecs/ColliderComponent.h
2023-08-14 23:48:20 -04:00

130 lines
2.8 KiB
C++

/*
* ColliderComponent.h
*
* Created on: Mar 8, 2020
* Author: ayoungblood
*/
#ifndef SRC_ECS_COLLIDERCOMPONENT_H_
#define SRC_ECS_COLLIDERCOMPONENT_H_
#include <string>
#include <SDL.h>
#include "Components.h"
#include "ECS.h"
#include "../assetmgr/TextureManager.h"
#include <iostream>
#include "../game/Vector2D.h"
class ColliderComponent : public Component
{
public:
SDL_Rect collider;
std::string tag;
SDL_Texture* tex;
SDL_Rect srcR, destR;
int offsetX = 0;
int offsetY = 0;
bool hidden = true;
Vector2D center;
TransformComponent* transform;
ColliderComponent()
{
center.Zero();
}
ColliderComponent(std::string t)
{
tag = t;
}
ColliderComponent(std::string t, int xpos, int ypos, int size, int scale, std::string texture)
{
tag = t;
collider.x = xpos;
collider.y = ypos;
collider.w = collider.h = size*scale;
if(texture != ""){
setTex(texture);
}
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
}
ColliderComponent(std::string t, int width, int height, bool hasOffset, int oX, int oY, std::string texture)
{
tag = t;
collider.w = width;
collider.h = height;
offsetX = oX;
offsetY = oY;
if(texture != ""){
setTex(texture);
}
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
}
void init() override
{
if (!entity->hasComponent<TransformComponent>())
{
entity->addComponent<TransformComponent>();
}
transform = &entity->getComponent<TransformComponent>();
collider.x = collider.x + offsetX;
collider.y = collider.y + offsetX;
tex = TextureManager::LoadTexture("assets/ColTex.png");
srcR = { 0, 0, 16, 16};
destR = { collider.x, collider.y, collider.w, collider.h };
}
void update() override
{
if(tag != "terrain")
{
collider.x = static_cast<int>(transform->position.x+offsetX);
collider.y = static_cast<int>(transform->position.y+offsetY);
}
destR.x = collider.x - Game::camera.x;
destR.y = collider.y - Game::camera.y;
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
// collider.x = transform->position.x;
// collider.y = transform->position.y;
}
void draw() override
{
// if(tag == "terrain")
// {
// TextureManager::Draw(tex, srcR, destR, SDL_FLIP_NONE);
// }
if(hidden == false)
{
// TextureManager::Draw(tex, srcR,destR,SDL_FLIP_NONE);
SDL_SetRenderDrawColor(Game::renderer,255,0,255,134);
SDL_RenderDrawRect(Game::renderer, &destR);
// SDL_RenderDrawPoint(Game::renderer, center.x, center.y);
}
}
void setTex(std::string id)
{
tex = Game::assets->GetTexture(id);
}
};
#endif /* SRC_ECS_COLLIDERCOMPONENT_H_ */