| Polygon Dash
    | 
Check for collisions with other GameObject entities. More...
 
  
| Public Member Functions | |
| this (size_t owner, ComponentTransform transform, ComponentPlayerInputJump jump, bool *isActive) | |
| Set up the script. | |
| override void | Update () | 
| Update internal state of the script. | |
| void | CheckForFloorCollision (GameObject other, const SDL_Rect *camera) | 
| Check whether a floor collision will happen on the next frame update. | |
| void | HandleCollision (GameObject collidee, const SDL_Rect *camera) | 
| Check for collisions with other GameObject entities. | |
| SDL_Rect | rotateRect (SDL_Rect rect, float angle, SDL_Rect box) | 
| Rotate a hitbox rectangle based on the rotation angle of the GameObject. | |
|  Public Member Functions inherited from ComponentScript | |
| this (size_t id) | |
| Store the owner id. | |
| override void | Render (SDL_Renderer *renderer, SDL_Rect *camera) | 
| Render the given script. | |
|  Public Member Functions inherited from IComponent | |
| Public Attributes | |
| ComponentTransform | mTransform | 
| The ComponentTransform of the linked GameObject. | |
| ComponentPlayerInputJump | mJump | 
| The ComponentPlayerInputJump of the linked GameObject. | |
| bool * | mIsActive | 
| A pointer to whether the linked GameObject is active. | |
Check for collisions with other GameObject entities.
| 
 | inline | 
Set up the script.
| owner | the id of the linked GameObject. | 
| transform | the ComponentTransform of the linked GameObject. | 
| jump | the ComponentPlayerInputJump of the linked GameObject. | 
| isActive | a pointer to whether the linked GameObject is active. | 
| 
 | inline | 
Check whether a floor collision will happen on the next frame update.
Check whether the current gravity, velocity, and position will result in a floor collision. If so, adjust the gravity/velocity value to land perfectly on top of the floor object.
| 
 | inline | 
Check for collisions with other GameObject entities.
If a collision is found, mark the player as inactive since they are now "dead."
Note: this intentionally does not differentiate between floor and enemy collisions. It is expected that CheckForFloorCollision has already been run.
| 
 | inline | 
Rotate a hitbox rectangle based on the rotation angle of the GameObject.
| rect | the original position. | 
| angle | the angle to rotate by (either 90,180,270, or0). | 
| box | the rotation point. | 
| 
 | inlinevirtual | 
Update internal state of the script.
Implements ComponentScript.