, heroesLayout(&heroesLayout)
, attackTypeMenu(attackIcons)
, moveMenu(moveIcons)
- , moveChoice(-1)
- , activeHero(0) { }
+ , activeHero(-1) { }
public:
void AddMonster(const Monster &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
-private:
+public:
+ AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
+ MoveMenu &GetMoveMenu() { return moveMenu; }
+
+ bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
+ void NextHero() { ++activeHero; }
+
+public:
+ geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
+ return geometry::Vector<int>(
+ (screen->w - background->w) / 2,
+ (screen->h - background->h) / 2);
+ }
+ int BackgroundWidth() const { return background->w; }
+ int BackgroundHeight() const { return background->h; }
+
void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
- void RenderMoveMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
SDL_Surface *background;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
std::vector<HeroTag> heroTags;
- int moveChoice;
int activeHero;
};