+ int yOffset((height - hero->Sprite()->Height()) / 2);
+
+ // gauges
+ // NOTE: assuming frame border is unit size until charsets are impemented
+ int gaugeX((align == LEFT ? 10 : 6) * frameOffset.X());
+ // 4 units reserved for hero, gaugeX already includes frame offset
+ int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * frameOffset.X());
+ // health gauge, second line
+ Vector<int> healthGaugeOffset(gaugeX, 2 * frameOffset.Y());
+ healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(256));
+ // mana gauge, third line
+ Vector<int> manaGaugeOffset(gaugeX, 3 * frameOffset.Y());
+ manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(256));
+ // ikari gauge, fourth line
+ Vector<int> ikariGaugeOffset(gaugeX, 4 * frameOffset.Y());
+ ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(256));
+
+ // hero