#include "PartyLayout.h"
#include "../graphics/Sprite.h"
+#include <iostream>
#include <stdexcept>
using app::Application;
+using geometry::Point;
using std::vector;
}
+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;
}
void BattleState::ExitState() {
}
void BattleState::Render(SDL_Surface *screen) {
+ // 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.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, 0);
+ SDL_BlitSurface(background, 0, screen, &destRect);
+
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i]);
+ monsters[i].Sprite()->DrawCenterBottom(screen, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
}
}