bool Defeat() const;
public:
- math::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
- return math::Vector<int>(
- (screen->w - background->w) / 2,
- (screen->h - background->h) / 2);
- }
+ const math::Vector<int> &ScreenOffset() const { return offset; }
int Width() const { return background->w; }
int Height() const { return background->h; }
math::Vector<int> Size() const { return math::Vector<int>(Width(), Height()); }
- void RenderBackground(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderMonsters(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderHeroes(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderCapsule(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderHeroTags(SDL_Surface *screen, const math::Vector<int> &offset);
- void RenderSmallHeroTags(SDL_Surface *screen, const math::Vector<int> &offset);
+ void RenderBackground(SDL_Surface *screen);
+ void RenderMonsters(SDL_Surface *screen);
+ void RenderHeroes(SDL_Surface *screen);
+ void RenderCapsule(SDL_Surface *screen);
+ void RenderHeroTags(SDL_Surface *screen);
+ void RenderSmallHeroTags(SDL_Surface *screen);
private:
virtual void OnEnterState(SDL_Surface *screen);
SmallHeroTag smallHeroTags[4];
math::Vector<int> heroTagPositions[4];
math::Vector<int> smallHeroTagPositions[4];
+
+ math::Vector<int> offset;
+
Capsule capsule;
int numHeroes;
int activeHero;
}
-#endif /* BATTLE_BATTLESTATE_H_ */
+#endif