virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
virtual void ExitState();
virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
virtual void ExitState();
virtual void HandleEvent(const SDL_Event &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
virtual void HandleEvent(const SDL_Event &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
const PartyLayout *monstersLayout;
std::vector<geometry::Point<int> > monsterPositions;
std::vector<Monster> monsters;
const PartyLayout *monstersLayout;
std::vector<geometry::Point<int> > monsterPositions;
std::vector<Monster> monsters;