4 * Created on: Aug 5, 2012
8 #include "BattleState.h"
10 #include "PartyLayout.h"
11 #include "../app/Application.h"
12 #include "../app/Input.h"
13 #include "../geometry/operators.h"
14 #include "../graphics/Sprite.h"
18 using app::Application;
20 using geometry::Point;
21 using geometry::Vector;
27 void BattleState::AddMonster(const Monster &m) {
28 if (monsters.size() >= monstersLayout->NumPositions()) {
29 throw std::overflow_error("too many monsters for layout");
31 monsters.push_back(m);
34 void BattleState::AddHero(const Hero &h) {
35 if (heroes.size() >= heroesLayout->NumPositions()) {
36 throw std::overflow_error("too many heroes for layout");
42 void BattleState::Resize(int w, int h) {
47 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
48 monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
49 heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
52 void BattleState::ExitState() {
57 void BattleState::HandleInput(const Input &input) {
61 void BattleState::UpdateWorld(float deltaT) {
65 void BattleState::Render(SDL_Surface *screen) {
67 (screen->w - background->w) / 2,
68 (screen->h - background->h) / 2);
70 RenderBackground(screen, offset);
71 RenderMonsters(screen, offset);
72 RenderHeroes(screen, offset);
75 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
77 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
79 destRect.x = offset.X();
80 destRect.y = offset.Y();
81 destRect.w = background->w;
82 destRect.h = background->h;
83 SDL_BlitSurface(background, 0, screen, &destRect);
86 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
87 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
88 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
92 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
93 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
94 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);