4 * Created on: Aug 6, 2012
11 #include "../geometry/operators.h"
12 #include "../geometry/Vector.h"
13 #include "../graphics/Frame.h"
14 #include "../graphics/Gauge.h"
15 #include "../graphics/Sprite.h"
17 using geometry::Point;
18 using geometry::Vector;
22 void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
24 Vector<int> frameOffset;
26 activeFrame->Draw(screen, position, width, height);
27 frameOffset = Vector<int>(activeFrame->BorderWidth(), activeFrame->BorderHeight());
29 frame->Draw(screen, position, width, height);
30 frameOffset = Vector<int>(frame->BorderWidth(), frame->BorderHeight());
33 int yOffset((height - hero->Sprite()->Height()) / 2);
36 // NOTE: assuming frame border is unit size until charsets are impemented
37 int gaugeX((align == LEFT ? 10 : 6) * frameOffset.X());
38 // 4 units reserved for hero, gaugeX already includes frame offset
39 int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * frameOffset.X());
40 // health gauge, second line
41 Vector<int> healthGaugeOffset(gaugeX, 2 * frameOffset.Y());
42 healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(256));
43 // mana gauge, third line
44 Vector<int> manaGaugeOffset(gaugeX, 3 * frameOffset.Y());
45 manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(256));
46 // ikari gauge, fourth line
47 Vector<int> ikariGaugeOffset(gaugeX, 4 * frameOffset.Y());
48 ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(256));
51 Vector<int> heroOffset(
52 (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
54 hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);