}
if (battle->AttackSelectionDone()) {
- // TODO: switch to battle animation instead
ctrl->PopState();
}
}
void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
Point<int> position(
- (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
- battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
+ (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
+ battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
battle->GetAttackTypeMenu().Render(screen, position + offset);
}