- Vector<int> ikariLabelOffset(labelX + 3 * frameOffset.X(), 4 * frameOffset.Y());
- sprites->Draw(screen, position + ikariLabelOffset, 0, 4);
+ Vector<int> ikariLabelOffset(labelX + 3 * r.heroTagFont->CharWidth(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + ikariLabelOffset, r.ikariLabelCol, r.ikariLabelRow);
+
+ // numbers
+ // level
+ Vector<int> levelNumberOffset(gaugeX + r.heroTagLabels->Width(), levelLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Level(), screen, position + levelNumberOffset, 2);
+ // health
+ Vector<int> healthNumberOffset(labelX + r.heroTagLabels->Width(), healthLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Health(), screen, position + healthNumberOffset, 3);
+ //mana
+ Vector<int> manaNumberOffset(labelX + r.heroTagLabels->Width(), manaLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Mana(), screen, position + manaNumberOffset, 3);
+
+ // name
+ r.normalFont->DrawString(hero.Name(), screen, position + frameOffset + alignOffset, 5);
+
+ // attack icon
+ if (battle->AttackChoiceAt(index).GetType() != AttackChoice::UNDECIDED) {
+ Vector<int> attackIconOffset(labelX + r.heroTagLabels->Width(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, battle->AttackChoiceAt(index).GetType());
+ }