for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
}
+}
+
+void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ // reset attack choices
+ activeHero = -1;
+ attackChoices.clear();
+ attackChoices.resize(heroes.size());
ctrl.PushState(new SelectMoveAction(this));
}
-void BattleState::ExitState() {
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
}
RenderMonsters(screen, offset);
// RenderHeroes(screen, offset);
RenderHeroTags(screen, offset);
- RenderAttackTypeMenu(screen, offset);
}
void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
- heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
+ heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
}
}
-void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
- Point<int> position(
- (BackgroundWidth() - attackTypeMenu.Width()) / 2,
- (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2));
- attackTypeMenu.Render(screen, position + offset);
-}
-
}