- // TODO: center background if screen bigger
- SDL_BlitSurface(background, 0, screen, 0);
+ Vector<int> offset(
+ (screen->w - background->w) / 2,
+ (screen->h - background->h) / 2);
+
+ RenderBackground(screen, offset);
+ RenderMonsters(screen, offset);
+ RenderHeroes(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) {