heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
attackChoices.resize(heroes.size());
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, HeroTag::Alignment((i + 1) % 2)));
+ heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
}
}
}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ // TODO: check for victory, defeat or run
// reset attack choices
activeHero = -1;
attackChoices.clear();
}
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
- int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
- int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+ int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
Point<int> tagPosition[4];
- tagPosition[0] = Point<int>(0, uiOffset);
- tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
- tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
- tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
+ tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+ tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+ tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+ tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);