#include "BattleState.h"
#include "Hero.h"
#include "Resources.h"
-#include "../geometry/operators.h"
#include "../geometry/Vector.h"
#include "../graphics/Font.h"
#include "../graphics/Frame.h"
#include "../graphics/Gauge.h"
#include "../graphics/Sprite.h"
-using geometry::Point;
using geometry::Vector;
using graphics::Frame;
return battle->HeroAt(index).Sprite();
}
-void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
+void HeroTag::Render(SDL_Surface *screen, int width, int height, const Vector<int> &position, bool active) const {
const Resources &r(battle->Res());
// frame
const Frame *frame(active ? r.activeHeroTagFrame : r.heroTagFrame);
- Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> frameOffset(frame->BorderSize());
Vector<int> alignOffset((index % 2) ? 4 * r.heroTagFont->CharWidth() : 0, 0);
frame->Draw(screen, position, width, height);
r.normalFont->DrawString(hero.Name(), screen, position + frameOffset + alignOffset, 5);
// attack icon
- if (battle->AttackChoiceAt(index).GetType() != AttackChoice::UNDECIDED) {
+ if (battle->HeroAt(index).GetAttackChoice().GetType() != AttackChoice::UNDECIDED) {
Vector<int> attackIconOffset(labelX + r.heroTagLabels->Width(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
- r.attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, battle->AttackChoiceAt(index).GetType());
+ r.attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, battle->HeroAt(index).GetAttackChoice().GetType());
}
// hero
- HeroSprite()->Draw(screen, position + HeroOffset(), 0, battle->HeroAt(index).Health() > 0 ? 0 : 2);
+ HeroSprite()->DrawCenter(screen, position + HeroOffset(), 0, battle->HeroAt(index).Health() > 0 ? 0 : 2);
}
Vector<int> HeroTag::HeroOffset() const {
return Vector<int>(
- (index % 2) ? battle->Res().normalFont->CharWidth() : 10 * battle->Res().normalFont->CharWidth(),
- battle->Res().normalFont->CharWidth());
+ ((index % 2) ? battle->Res().normalFont->CharWidth() : 10 * battle->Res().normalFont->CharWidth()) + HeroSprite()->Width() / 2,
+ battle->Res().normalFont->CharWidth() + HeroSprite()->Height() / 2);
}
}