void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+ monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
}
}
void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
for (int i(0); i < numHeroes; ++i) {
if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
- heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
} else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
- heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
} else {
int row(heroes[i].Health() > 0 ? 0 : 2);
- heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row);
+ heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
}
}
}