void SetRunaway() { ranAway = true; }
void ClearAllAttacks();
+ struct Order {
+ Order(int index, bool isMonster)
+ : index(index), isMonster(isMonster) { }
+ int index;
+ bool isMonster;
+ };
+
+ void WriteOrder(std::vector<Order> &);
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(
(screen->w - background->w) / 2,
(screen->h - background->h) / 2);
}
- int BackgroundWidth() const { return background->w; }
- int BackgroundHeight() const { return background->h; }
+ int Width() const { return background->w; }
+ int Height() const { return background->h; }
void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);