namespace battle {
-void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void PerformAttacks::OnEnterState(SDL_Surface *screen) {
battle->CalculateAttackOrder();
numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
numberPosition.reserve(numberAnimation.size());
}
-void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) {
+void PerformAttacks::OnExitState(SDL_Surface *screen) {
battle->ClearAllAttacks();
- ctrl = 0;
}
-void PerformAttacks::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnResumeState(SDL_Surface *screen) {
}
-void PerformAttacks::PauseState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnPauseState(SDL_Surface *screen) {
}
-void PerformAttacks::Resize(int width, int height) {
+void PerformAttacks::OnResize(int width, int height) {
}
battle->ApplyDamage();
battle->NextAttack();
if (battle->AttacksFinished()) {
- ctrl->PopState();
+ Ctrl().PopState();
return;
}
if (!titleBarText || !titleBarTimer.Running()) return;
int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
- battle->Res().titleFrame->Draw(screen, Vector<int>(offset.X(), offset.Y()), battle->Width(), height);
+ battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
Vector<int> textPosition(
(battle->Width() - (std::strlen(titleBarText) * battle->Res().titleFont->CharWidth())) / 2,