#include "BattleState.h"
#include "PartyLayout.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;
using std::vector;
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) {
+
+}
+
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
+ heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+ 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() {
}
-void BattleState::HandleEvent(const SDL_Event &) {
-
+void BattleState::HandleInput(const Input &input) {
+ if (moveChoice == -1) {
+ if (input.IsDown(Input::PAD_UP)) {
+ moveMenu.Select(MoveMenu::CHANGE);
+ } else if (input.IsDown(Input::PAD_DOWN)) {
+ moveMenu.Select(MoveMenu::RUN);
+ } else {
+ moveMenu.Select(MoveMenu::ATTACK);
+ }
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ moveChoice = moveMenu.Selected();
+ }
+ } else {
+ if (input.IsDown(Input::PAD_UP)) {
+ attackTypeMenu.Select(AttackTypeMenu::MAGIC);
+ } else if (input.IsDown(Input::PAD_RIGHT)) {
+ attackTypeMenu.Select(AttackTypeMenu::DEFEND);
+ } else if (input.IsDown(Input::PAD_DOWN)) {
+ attackTypeMenu.Select(AttackTypeMenu::IKARI);
+ } else if (input.IsDown(Input::PAD_LEFT)) {
+ attackTypeMenu.Select(AttackTypeMenu::ITEM);
+ } else {
+ attackTypeMenu.Select(AttackTypeMenu::SWORD);
+ }
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ activeHero = (activeHero + 1) % 4;
+ }
+ }
}
void BattleState::UpdateWorld(float deltaT) {
}
void BattleState::Render(SDL_Surface *screen) {
- // TODO: center background if screen bigger
- SDL_BlitSurface(background, 0, screen, 0);
+ Vector<int> offset(
+ (screen->w - background->w) / 2,
+ (screen->h - background->h) / 2);
+
+ RenderBackground(screen, offset);
+ RenderMonsters(screen, offset);
+// RenderHeroes(screen, offset);
+ RenderHeroTags(screen, offset);
+ if (moveChoice == -1) {
+ RenderMoveMenu(screen, offset);
+ } else {
+ RenderAttackTypeMenu(screen, offset);
+ }
+}
+
+void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+ // black for now
+ SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
+ SDL_Rect destRect;
+ destRect.x = offset.X();
+ destRect.y = offset.Y();
+ destRect.w = background->w;
+ destRect.h = background->h;
+ SDL_BlitSurface(background, 0, screen, &destRect);
+}
+
+void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- monsters[i].Sprite()->Draw(screen, monsterPositions[i]);
+ monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+ }
+}
+
+void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
}
}
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int uiHeight(background->h / 2), uiOffset(uiHeight);
+ int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
+ int tagWidth((background->w - 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, 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));
+ attackTypeMenu.Render(screen, position + offset);
+}
+
+void BattleState::RenderMoveMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ Point<int> position(
+ (background->w - moveMenu.Width()) / 2,
+ (background->h * 3 / 4) - (moveMenu.Height() / 2));
+ moveMenu.Render(screen, position + offset);
+}
+
}