#include "hitbox_component.h" #include "game.h" #include "transform_component.h" #include "memory_alloc.h" #include "errors.h" inline int hitbox_component_init(component_t *component) { hitbox_component_data_t *component_data = component->data; component_t *transform_component = entity_get_component(component->entity, TRANSFORM_COMPONENT); if(!transform_component) { error_printf("Hitbox component require a transform component."); return EXIT_FAILURE; } component_data->transform_component_data = transform_component->data; component_data->position = (fvector2d_t) { .x = 0.0f, .y = 0.0f }; component_data->scale = (fvector2d_t) { .x = 1.0f, .y = 1.0f }; component_data->activated = true; return EXIT_SUCCESS; } inline int hitbox_component_update(component_t *component) { hitbox_component_data_t *component_data = component->data; const transform_component_data_t *transform_component_data = component_data->transform_component_data; component_data->bounds.x = transform_component_data->bounds.x + (transform_component_data->bounds.w - component_data->bounds.w) * component_data->position.x; component_data->bounds.y = transform_component_data->bounds.y + (transform_component_data->bounds.h - component_data->bounds.h) * component_data->position.y; component_data->bounds.w = transform_component_data->bounds.w * component_data->scale.x; component_data->bounds.h = transform_component_data->bounds.h * component_data->scale.y; return EXIT_SUCCESS; } #if DEBUG >= 2 #include "display.h" inline int hitbox_component_draw(const component_t *component) { const hitbox_component_data_t *component_data = component->data; if(component_data->activated) if(display_draw_frect(&component_data->bounds, C_RED, 128)) return EXIT_FAILURE; return EXIT_SUCCESS; } #endif // DEBUG >= 2 inline int hitbox_component_destroy(component_t *component) { hitbox_component_data_t *component_data = component->data; free(component_data); return EXIT_SUCCESS; }