}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // TODO: check for victory, defeat or run
+ // TODO: check for victory or defeat
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
// reset attack choices
activeHero = -1;
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
}
-void BattleState::HandleInput(const Input &input) {
+void BattleState::HandleEvents(const Input &input) {
}
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);
+ heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1);
}
}