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ColliderComponenet.h
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ColliderComponenet.h
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#pragma once
#include <string>
#include <SDL.h>
#include "Components.h"
#include "TextureManager.h"
class ColliderComponent : public Component
{
public:
SDL_Rect collider;
std::string tag;
SDL_Texture* tex;
SDL_Rect srcR, destR;
TransformComponent* transform;
ColliderComponent(std::string t)
{
tag = t;
}
ColliderComponent(std::string t, int xpos, int ypos, int size)
{
tag = t;
collider.x = xpos;
collider.y = ypos;
collider.h = collider.w = size;
}
void init() override
{
//Error checking to see if the object has a transform component
if (!entity->hasComponent<TransformComponent>())
{
entity->addComponent<TransformComponent>();
}
transform = &entity->getComponent<TransformComponent>();
tex = TextureManager::LoadTexture("assets/ColTex.png");
srcR = { 0, 0, 64, 64 };
destR = { collider.x, collider.y, collider.w, collider.h };
}
void update() override
{
if (tag != "terrain")
{
collider.x = static_cast<int>(transform->position.x);
collider.y = static_cast<int>(transform->position.y);
collider.w = transform->width * transform->scale - 20;
collider.h = transform->height * transform->scale - 20;
}
}
void draw() override
{
TextureManager::Draw(tex, srcR, destR);
}
};