#include "BattleState.h"
#include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../geometry/operators.h"
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
}
+ ctrl.PushState(new SelectMoveAction(this));
}
void BattleState::ExitState() {
void BattleState::HandleInput(const Input &input) {
- attackTypeMenu.ReadInput(input);
+
}
void BattleState::UpdateWorld(float deltaT) {
}
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);
}
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int uiHeight(background->h / 2), uiOffset(uiHeight);
+ int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
- int tagWidth((background->w - attackTypeMenu.IconWidth()) / 2);
+ int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
Point<int> tagPosition[4];
tagPosition[0] = Point<int>(0, uiOffset);
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);
+ heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
}
}
void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
Point<int> position(
- (background->w - attackTypeMenu.Width()) / 2,
- (background->h * 3 / 4) - (attackTypeMenu.Height() / 2));
+ (BackgroundWidth() - attackTypeMenu.Width()) / 2,
+ (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2));
attackTypeMenu.Render(screen, position + offset);
}