#include "BattleState.h"
+#include "PartyLayout.h"
+#include "../graphics/Sprite.h"
+
+#include <stdexcept>
+
using app::Application;
+using geometry::Point;
+
+using std::vector;
namespace battle {
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::AddMonster(const Monster &m) {
+ if (monsters.size() >= monstersLayout->NumPositions()) {
+ throw std::overflow_error("too many monsters for layout");
+ }
+ monsters.push_back(m);
+}
+
+
+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);
+}
+
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 = (screen->w - background->w) / 2;
+ destRect.y = (screen->h - background->h) / 2;
+ destRect.w = background->w;
+ destRect.h = background->h;
+
// 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, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
+ }
}
}