#include "../BattleState.h"
#include "../NumberAnimation.h"
#include "../../geometry/Vector.h"
-#include "../../graphics/ComplexAnimation.h"
+#include "../../graphics/Animation.h"
#include <vector>
namespace battle {
-class AttackAnimation;
-
class PerformAttacks
: public app::State {
public:
explicit PerformAttacks(BattleState *battle)
- : ctrl(0), battle(battle), moveAnimation(0), attackAnimation(0), titleBarText(0), cursor(-1) { }
+ : ctrl(0), battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
public:
virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
virtual void Render(SDL_Surface *);
private:
- void CheckNumberAnimation();
+ void CheckAnimations();
bool HasAnimationsRunning() const;
void ResetAnimation();
- void AdvanceCursor();
- bool Finished() const { return cursor >= int(order.size()); }
private:
- void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset);
- void RenderNumbers(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ 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;
- AttackAnimation *attackAnimation;
+ graphics::AnimationRunner moveAnimation;
+ graphics::AnimationRunner targetAnimation;
const char *titleBarText;
app::Timer<Uint32> titleBarTimer;
- std::vector<BattleState::Order> order;
+ app::Timer<Uint32> targetAnimationTimer;
std::vector<NumberAnimation> numberAnimation;
- std::vector<geometry::Point<int> > numberPosition;
+ std::vector<geometry::Vector<int> > numberPosition;
int cursor;
};