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 : ctrl(0), battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
30 virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
31 virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
32 virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
33 virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
35 virtual void Resize(int width, int height);
37 virtual void HandleEvents(const app::Input &);
38 virtual void UpdateWorld(float deltaT);
39 virtual void Render(SDL_Surface *);
42 void CheckAnimations();
43 bool HasAnimationsRunning() const;
44 void ResetAnimation();
47 void AddNumberAnimations(const TargetSelection &);
49 void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
50 void RenderNumbers(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
51 void RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
54 app::Application *ctrl;
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_ */