#include "PartyLayout.h"
#include "../graphics/Sprite.h"
-#include <iostream>
#include <stdexcept>
using app::Application;
monsters.push_back(m);
}
+void BattleState::AddHero(const Hero &h) {
+ if (heroes.size() >= heroesLayout->NumPositions()) {
+ throw std::overflow_error("too many heroes for layout");
+ }
+ heroes.push_back(h);
+}
+
void BattleState::Resize(int w, int h) {
- width = w;
- height = h;
+
}
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
- width = screen->w;
- height = screen->h;
+ heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
}
void BattleState::ExitState() {
// black for now
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
SDL_Rect destRect;
- destRect.x = (width - background->w) / 2;
- destRect.y = (height - background->h) / 2;
+ destRect.x = (screen->w - background->w) / 2;
+ destRect.y = (screen->h - background->h) / 2;
destRect.w = background->w;
destRect.h = background->h;
- std::cout << "screen: " << screen->w << "x" << screen->h << std::endl;
- std::cout << "drawing to " << destRect.w << "x" << destRect.h << "+" << destRect.x << "+" << destRect.y << std::endl;
-
// TODO: center background if screen bigger
SDL_BlitSurface(background, 0, screen, &destRect);
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
monsters[i].Sprite()->DrawCenterBottom(screen, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
}
+
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroes[i].Sprite()->DrawCenterBottom(screen, Point<int>(heroesPositions[i].X() + destRect.x, heroesPositions[i].Y() + destRect.y));
+ }
}
}