#include "../BattleState.h"
#include "../NumberAnimation.h"
#include "../../geometry/Vector.h"
-#include "../../graphics/ComplexAnimation.h"
+#include "../../graphics/Animation.h"
#include <vector>
void CheckAnimations();
bool HasAnimationsRunning() const;
void ResetAnimation();
- void AdvanceCursor();
- bool Finished() const { return cursor >= int(order.size()); }
private:
+ void AddNumberAnimations(const TargetSelection &);
+
void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
void RenderNumbers(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
void RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
private:
app::Application *ctrl;
BattleState *battle;
- graphics::Animation *moveAnimation;
- graphics::Animation *targetAnimation;
+ graphics::AnimationRunner moveAnimation;
+ graphics::AnimationRunner targetAnimation;
const char *titleBarText;
app::Timer<Uint32> titleBarTimer;
app::Timer<Uint32> targetAnimationTimer;
- std::vector<BattleState::Order> order;
std::vector<NumberAnimation> numberAnimation;
- std::vector<geometry::Point<int> > numberPosition;
+ std::vector<geometry::Vector<int> > numberPosition;
int cursor;
};