#include "ColliderComponent.h" #include "GameObject.h" //#include "Renderer.h" dae::ColliderComponent::ColliderComponent(int width, int height, bool isTrigger, int offsetX, int offsetY) : m_ColliderData{ width, height, offsetX, offsetY } , m_IsTrigger{ isTrigger } { } dae::ColliderComponent::~ColliderComponent() { } void dae::ColliderComponent::Update(float) { } void dae::ColliderComponent::Render() const { /* auto collisionRect = GetCollisionRect(); SDL_SetRenderDrawColor(Renderer::GetInstance().GetSDLRenderer(), 255, 255, 255, 255); SDL_RenderDrawLine(Renderer::GetInstance().GetSDLRenderer(), int(collisionRect.p0x), int(collisionRect.p0y), int(collisionRect.p1x), int(collisionRect.p1y)); SDL_RenderDrawLine(Renderer::GetInstance().GetSDLRenderer(), int(collisionRect.p1x), int(collisionRect.p1y), int(collisionRect.p2x), int(collisionRect.p2y)); SDL_RenderDrawLine(Renderer::GetInstance().GetSDLRenderer(), int(collisionRect.p2x), int(collisionRect.p2y), int(collisionRect.p3x), int(collisionRect.p3y)); SDL_RenderDrawLine(Renderer::GetInstance().GetSDLRenderer(), int(collisionRect.p3x), int(collisionRect.p3y), int(collisionRect.p0x), int(collisionRect.p0y)); */ } dae::CollisionRect dae::ColliderComponent::GetCollisionRect() const { CollisionRect collisionRect; auto pos = GetGameObject()->GetWorldPosition(); pos.x += m_ColliderData.offsetX; pos.y += m_ColliderData.offsetY; collisionRect.p0x = pos.x; collisionRect.p0y = pos.y; collisionRect.p1x = pos.x + m_ColliderData.width; collisionRect.p1y = pos.y; collisionRect.p2x = pos.x + m_ColliderData.width; collisionRect.p2y = pos.y + m_ColliderData.height; collisionRect.p3x = pos.x; collisionRect.p3y = pos.y + m_ColliderData.height; return collisionRect; } void dae::ColliderComponent::FixedUpdate(float) { }