83 lines
2.5 KiB
C
83 lines
2.5 KiB
C
#include "interact_component.h"
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#include "game.h"
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#include "event_bus.h"
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#include "memory_alloc.h"
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#include "errors.h"
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inline int interact_component_init(component_t *component)
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{
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interact_component_data_t *component_data = component->data;
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component_t *transform_component = entity_get_component(component->entity, TRANSFORM_COMPONENT);
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if(!transform_component)
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{
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error_printf("Hitbox component require a transform component.");
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return EXIT_FAILURE;
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}
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component_data->transform_component_data = transform_component->data;
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component_data->position = (fvector2d_t) {
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.x = 0.0f,
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.y = 0.0f
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};
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component_data->scale = (fvector2d_t) {
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.x = 1.0f,
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.y = 1.0f
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};
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component_data->topic_id = 0;
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component_data->type = INTERACT_TOGGLE;
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component_data->event_payload = 0;
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if(event_bus_new_topic(&game.event_bus, component_data->topic_id, 1)) return EXIT_FAILURE;
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component_data->activated = true;
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return EXIT_SUCCESS;
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}
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inline int interact_component_update(component_t *component __attribute__((unused)))
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{
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interact_component_data_t *component_data = component->data;
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const transform_component_data_t *transform_component_data = component_data->transform_component_data;
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component_data->bounds.x = transform_component_data->bounds.x + (transform_component_data->bounds.w - component_data->bounds.w) * component_data->position.x;
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component_data->bounds.y = transform_component_data->bounds.y + (transform_component_data->bounds.h - component_data->bounds.h) * component_data->position.y;
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component_data->bounds.w = transform_component_data->bounds.w * component_data->scale.x;
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component_data->bounds.h = transform_component_data->bounds.h * component_data->scale.y;
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return EXIT_SUCCESS;
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}
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#if DEBUG >= 2
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#include "display.h"
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inline int interact_component_draw(const component_t *component)
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{
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const interact_component_data_t *component_data = component->data;
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if(display_draw_frect(&component_data->bounds, C_GREEN, 128)) return EXIT_FAILURE;
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return EXIT_SUCCESS;
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}
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#endif // DEBUG >= 2
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inline int interact_component_destroy(component_t *component)
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{
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interact_component_data_t *component_data = component->data;
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free(component_data);
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return EXIT_SUCCESS;
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}
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inline int interact_component_set_topic(interact_component_data_t *component_data, size_t id)
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{
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if(event_bus_change_topic_id(&game.event_bus, component_data->topic_id, id)) return EXIT_FAILURE;
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component_data->topic_id = id;
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return EXIT_SUCCESS;
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} |