4 * Created on: Aug 6, 2012
11 #include "../geometry/operators.h"
12 #include "../geometry/Vector.h"
13 #include "../graphics/Font.h"
14 #include "../graphics/Frame.h"
15 #include "../graphics/Gauge.h"
16 #include "../graphics/Sprite.h"
18 using geometry::Point;
19 using geometry::Vector;
23 void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
25 Vector<int> frameOffset;
27 activeFrame->Draw(screen, position, width, height);
28 frameOffset = Vector<int>(activeFrame->BorderWidth(), activeFrame->BorderHeight());
30 frame->Draw(screen, position, width, height);
31 frameOffset = Vector<int>(frame->BorderWidth(), frame->BorderHeight());
34 int yOffset((height - hero->Sprite()->Height()) / 2);
37 // NOTE: assuming frame border is unit size until charsets are impemented
38 int gaugeX((align == LEFT ? 10 : 6) * font->CharWidth());
39 // 4 units reserved for hero, gaugeX already includes frame offset
40 int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * font->CharWidth());
41 // health gauge, second line
42 Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + font->CharHeight());
43 healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
44 // mana gauge, third line
45 Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * font->CharHeight());
46 manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
47 // ikari gauge, fourth line
48 Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * font->CharHeight());
49 ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
52 int labelX((align == LEFT ? 5 : 1) * font->CharWidth());
54 Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
55 sprites->Draw(screen, position + levelLabelOffset, 0, 0);
57 Vector<int> healthLabelOffset(labelX, frameOffset.Y() + font->CharHeight());
58 sprites->Draw(screen, position + healthLabelOffset, 0, 1);
60 Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * font->CharHeight());
61 sprites->Draw(screen, position + manaLabelOffset, 0, 2);
63 Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * font->CharHeight());
64 sprites->Draw(screen, position + moveLabelOffset, 0, 3);
66 Vector<int> ikariLabelOffset(labelX + 3 * font->CharWidth(), frameOffset.Y() + 3 * font->CharHeight());
67 sprites->Draw(screen, position + ikariLabelOffset, 0, 4);
71 Vector<int> levelNumberOffset(gaugeX + sprites->Width(), levelLabelOffset.Y());
72 font->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
74 Vector<int> healthNumberOffset(labelX + sprites->Width(), healthLabelOffset.Y());
75 font->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
77 Vector<int> manaNumberOffset(labelX + sprites->Width(), manaLabelOffset.Y());
78 font->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
81 Vector<int> heroOffset(
82 (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
84 hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);