#include "../../common/Spell.h"
#include "../../geometry/operators.h"
#include "../../geometry/Point.h"
-#include "../../graphics/Animation.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
+#include "../../graphics/SimpleAnimation.h"
#include <cstring>
using app::Input;
using geometry::Point;
using geometry::Vector;
-using graphics::Animation;
+using graphics::SimpleAnimation;
namespace battle {
switch (ac.GetType()) {
case AttackChoice::SWORD:
- battle->HeroAnimationAt(cursor) = Animation(
+ battle->HeroAnimationAt(cursor) = SimpleAnimation(
battle->HeroAt(cursor).Sprite(),
battle->HeroAt(cursor).AttackFrameTime(),
battle->HeroAt(cursor).AttackFrames(), 2);
break;
case AttackChoice::MAGIC:
- battle->HeroAnimationAt(cursor) = Animation(
+ battle->HeroAnimationAt(cursor) = SimpleAnimation(
battle->HeroAt(cursor).Sprite(),
battle->HeroAt(cursor).SpellFrameTime(),
battle->HeroAt(cursor).SpellFrames(), 3);
case AttackChoice::IKARI:
if (ac.GetItem()->HasIkari()) {
if (ac.GetItem()->GetIkari()->IsMagical()) {
- battle->HeroAnimationAt(cursor) = Animation(
+ battle->HeroAnimationAt(cursor) = SimpleAnimation(
battle->HeroAt(cursor).Sprite(),
battle->HeroAt(cursor).SpellFrameTime(),
battle->HeroAt(cursor).SpellFrames(), 3);
} else {
- battle->HeroAnimationAt(cursor) = Animation(
+ battle->HeroAnimationAt(cursor) = SimpleAnimation(
battle->HeroAt(cursor).Sprite(),
battle->HeroAt(cursor).AttackFrameTime(),
battle->HeroAt(cursor).AttackFrames(), 2);