void TriggerComponent::update() {
    _obj->sprite->setTileIndex(
        tileEnable + (_animCounter / animSpeed) % animCount);

    Boxf pBox = _state->player()->worldBox();
    Boxf wBox = _obj->worldBox();
    if(!hitPoint.empty()) {
        Vec2 point = wBox.min() + pointCoords;
        if(pBox.contains(point)) {
            _state->exec(hitPoint.c_str());
        }
    }

    if(!hit.empty()) {
        if(!pBox.intersection(wBox).isEmpty()) {
            _state->exec(hit.c_str());
        }
    }

    bool doUse = _state->input().justPressed(_state->useInput());
    if(!use.empty() && doUse) {
        Vec2 usePoint = pBox.center();
        if(wBox.contains(usePoint)) {
            _state->exec(use.c_str());
        }
    }

    ++_animCounter;
}