Component for handling 2D collisions.
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#include <Collision2DComponent.hpp>
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void | Input () override |
| Called once per frame to handle any new input.
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void | Update (float dt) override |
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void | Render () override |
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void | SetWidth (float w) |
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void | SetHeight (float h) |
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Vector2 | GetPosition () |
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void | MoveTo (float x, float y) |
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SDL_FRect | GetRect () const |
| Gets a copy of the underlying rectangle used for collison.
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void | SetGameObject (std::weak_ptr< GameObject > ent) |
| Sets the GameObject this component is attached to.
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std::shared_ptr< GameObject > | GetGameObject () |
| Retrieves the GameObject this component is attached to, behind a shared pointer.
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template<typename T > |
std::shared_ptr< T > | GetComponent () |
| Alias for GetGameObject()->GetComponent<T>() , for easier scripting.
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static ComponentType | GetType () |
| Returns the type of this component to make querying GetComponent easier.
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static ComponentType | GetType () |
| Returns the type of this component to make querying GetComponent easier.
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Component for handling 2D collisions.
◆ GetPosition()
Vector2 Collision2DComponent::GetPosition |
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Gets the current position of the collider attached to this component,
- Returns
- position of this collider's top left corner
◆ GetType()
ComponentType Collision2DComponent::GetType |
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static |
Returns the type of this component to make querying GetComponent
easier.
◆ Input()
void Collision2DComponent::Input |
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overridevirtual |
Called once per frame to handle any new input.
Reimplemented from Component.
◆ MoveTo()
void Collision2DComponent::MoveTo |
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float | x, |
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float | y ) |
Moves the collider's top left corner to the specified location
- Parameters
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x,y | The coordinates to move the collider to |
◆ Render()
void Collision2DComponent::Render |
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overridevirtual |
Called once per frame to render any necessary parts of this component to the screen
Reimplemented from Component.
◆ SetHeight()
void Collision2DComponent::SetHeight |
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float | h | ) |
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Sets the height of the collider attached to this component
- Parameters
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h | New height for the collider |
◆ SetWidth()
void Collision2DComponent::SetWidth |
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float | w | ) |
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Sets the width of the collider attached to this component
- Parameters
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w | New width for the collider |
◆ Update()
void Collision2DComponent::Update |
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float | dt | ) |
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overridevirtual |
Called once per frame for any timing specific logic
- Parameters
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deltaTime | The tick rate of the game, in seconds. Useful for things like velocity calculations |
Reimplemented from Component.
The documentation for this struct was generated from the following files: