void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
- monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
for (int i(0); i < 4; ++i) {
heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
heroes[i].SpellMenu() = res->spellMenuPrototype;
smallHeroTags[i] = SmallHeroTag(this, i);
}
+ for (int i(0); i < int(monsters.size()); ++i) {
+ monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
+ }
+
int tagHeight(attackTypeMenu.Height());
int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
int xOffset((Width() - 2 * tagWidth) / 2);
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
if (MonsterPositionOccupied(i)) {
if (monsters[i].GetAnimation().Running()) {
- monsters[i].GetAnimation().DrawCenter(screen, monsterPositions[i] + offset);
+ monsters[i].GetAnimation().DrawCenter(screen, monsters[i].Position() + offset);
} else {
- monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
+ monsters[i].Sprite()->DrawCenter(screen, monsters[i].Position() + offset);
}
}
}