4 * Created on: Aug 7, 2012
8 #include "SelectAttackType.h"
10 #include "../BattleState.h"
11 #include "../../app/Input.h"
12 #include "../../geometry/operators.h"
15 using geometry::Point;
16 using geometry::Vector;
20 void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) {
24 void SelectAttackType::ExitState() {
29 void SelectAttackType::Resize(int width, int height) {
34 void SelectAttackType::HandleInput(const Input &input) {
35 if (input.IsDown(Input::PAD_UP)) {
36 battle->GetAttackTypeMenu().Select(AttackTypeMenu::MAGIC);
37 } else if (input.IsDown(Input::PAD_RIGHT)) {
38 battle->GetAttackTypeMenu().Select(AttackTypeMenu::DEFEND);
39 } else if (input.IsDown(Input::PAD_DOWN)) {
40 battle->GetAttackTypeMenu().Select(AttackTypeMenu::IKARI);
41 } else if (input.IsDown(Input::PAD_LEFT)) {
42 battle->GetAttackTypeMenu().Select(AttackTypeMenu::ITEM);
44 battle->GetAttackTypeMenu().Select(AttackTypeMenu::SWORD);
47 if (input.JustPressed(Input::ACTION_A)) {
48 switch (battle->GetAttackTypeMenu().Selected()) {
49 case AttackTypeMenu::SWORD:
50 // TODO: switch to next character
52 case AttackTypeMenu::MAGIC:
53 // TODO: switch to spell select
55 case AttackTypeMenu::DEFEND:
56 // TODO: switch to next character
58 case AttackTypeMenu::IKARI:
59 // TODO: switch to ikari attack select
61 case AttackTypeMenu::ITEM:
62 // TODO: switch to item select
68 void SelectAttackType::UpdateWorld(float deltaT) {
72 void SelectAttackType::Render(SDL_Surface *screen) {
73 Vector<int> offset(battle->CalculateScreenOffset(screen));
74 battle->RenderBackground(screen, offset);
75 battle->RenderMonsters(screen, offset);
76 battle->RenderHeroTags(screen, offset);
77 RenderMenu(screen, offset);
80 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
82 (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
83 (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
84 battle->GetAttackTypeMenu().Render(screen, position + offset);