4 * Created on: Aug 7, 2012
8 #include "SelectAttackType.h"
10 #include "../AttackChoice.h"
11 #include "../BattleState.h"
12 #include "../../app/Input.h"
13 #include "../../geometry/operators.h"
18 using geometry::Point;
19 using geometry::Vector;
23 void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) {
27 void SelectAttackType::ExitState() {
32 void SelectAttackType::Resize(int width, int height) {
37 void SelectAttackType::HandleInput(const Input &input) {
38 if (input.IsDown(Input::PAD_UP)) {
39 battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
40 } else if (input.IsDown(Input::PAD_RIGHT)) {
41 battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
42 } else if (input.IsDown(Input::PAD_DOWN)) {
43 battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
44 } else if (input.IsDown(Input::PAD_LEFT)) {
45 battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
47 battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
50 if (input.JustPressed(Input::ACTION_A)) {
51 switch (battle->GetAttackTypeMenu().Selected()) {
52 case AttackChoice::SWORD:
53 // TODO: switch to next character
55 case AttackChoice::MAGIC:
56 // TODO: switch to spell select
58 case AttackChoice::DEFEND:
59 // TODO: switch to next character
61 case AttackChoice::IKARI:
62 // TODO: switch to ikari attack select
64 case AttackChoice::ITEM:
65 // TODO: switch to item select
68 throw std::logic_error("selected invalid attack type");
73 void SelectAttackType::UpdateWorld(float deltaT) {
77 void SelectAttackType::Render(SDL_Surface *screen) {
78 Vector<int> offset(battle->CalculateScreenOffset(screen));
79 battle->RenderBackground(screen, offset);
80 battle->RenderMonsters(screen, offset);
81 battle->RenderHeroTags(screen, offset);
82 RenderMenu(screen, offset);
85 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
87 (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
88 (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
89 battle->GetAttackTypeMenu().Render(screen, position + offset);