4 * Created on: Aug 10, 2012
8 #ifndef BATTLE_PERFORMATTACKS_H_
9 #define BATTLE_PERFORMATTACKS_H_
11 #include "../../app/State.h"
13 #include "../BattleState.h"
14 #include "../NumberAnimation.h"
15 #include "../../geometry/Vector.h"
16 #include "../../graphics/Animation.h"
26 explicit PerformAttacks(BattleState *battle)
27 : battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
30 virtual void HandleEvents(const app::Input &);
31 virtual void UpdateWorld(float deltaT);
32 virtual void Render(SDL_Surface *);
35 virtual void OnEnterState(SDL_Surface *screen);
36 virtual void OnExitState(SDL_Surface *screen);
37 virtual void OnResumeState(SDL_Surface *screen);
38 virtual void OnPauseState(SDL_Surface *screen);
40 virtual void OnResize(int width, int height);
43 void CheckAnimations();
44 bool HasAnimationsRunning() const;
45 void ResetAnimation();
48 void AddNumberAnimations(const TargetSelection &);
50 void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
51 void RenderNumbers(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
52 void RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
56 graphics::AnimationRunner moveAnimation;
57 graphics::AnimationRunner targetAnimation;
58 const char *titleBarText;
59 app::Timer<Uint32> titleBarTimer;
60 app::Timer<Uint32> targetAnimationTimer;
61 std::vector<NumberAnimation> numberAnimation;
62 std::vector<geometry::Vector<int> > numberPosition;
69 #endif /* BATTLE_PERFORMATTACKS_H_ */