#include "BattleState.h"
#include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
+#include "../app/Application.h"
+#include "../app/Input.h"
#include "../geometry/operators.h"
#include "../graphics/Sprite.h"
#include <stdexcept>
using app::Application;
+using app::Input;
using geometry::Point;
using geometry::Vector;
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+ attackChoices.resize(heroes.size());
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroTags.push_back(HeroTag(&heroes[i], &attackChoices[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) {
}
-void BattleState::HandleEvent(const SDL_Event &) {
+void BattleState::HandleInput(const Input &input) {
}
}
void BattleState::Render(SDL_Surface *screen) {
- Vector<int> offset(
- (screen->w - background->w) / 2,
- (screen->h - background->h) / 2);
+ Vector<int> offset(CalculateScreenOffset(screen));
RenderBackground(screen, offset);
RenderMonsters(screen, offset);
- RenderHeroes(screen, offset);
+// RenderHeroes(screen, offset);
+ RenderHeroTags(screen, offset);
}
void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
}
}
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
+ int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
+ int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
+
+ Point<int> tagPosition[4];
+ tagPosition[0] = Point<int>(0, uiOffset);
+ tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
+ tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
+ 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, (int)i == activeHero);
+ }
+}
+
}