+ Vector<int> offset(CalculateScreenOffset(screen));
+
+ RenderBackground(screen, offset);
+ RenderMonsters(screen, offset);
+// RenderHeroes(screen, offset);
+ RenderHeroTags(screen, offset);
+}
+
+void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+ // black for now
+ SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
+ SDL_Rect destRect;
+ destRect.x = offset.X();
+ destRect.y = offset.Y();
+ destRect.w = background->w;
+ destRect.h = background->h;
+ SDL_BlitSurface(background, 0, screen, &destRect);
+}
+
+void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
+ for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
+ monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+ }
+}
+
+void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ }
+}
+
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+ int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
+
+ Point<int> tagPosition[4];
+ tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+ tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+ tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+ tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+
+ for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
+ heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
+ }