Vector<int> ikariGaugeOffset(gaugeX, 4 * frameOffset.Y());
ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+ // labels
+ int labelX((align == LEFT ? 5 : 1) * frameOffset.X());
+ // level
+ Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
+ sprites->Draw(screen, position + levelLabelOffset, 0, 0);
+ // hp
+ Vector<int> healthLabelOffset(labelX, 2 * frameOffset.Y());
+ sprites->Draw(screen, position + healthLabelOffset, 0, 1);
+ // mp
+ Vector<int> manaLabelOffset(labelX, 3 * frameOffset.Y());
+ sprites->Draw(screen, position + manaLabelOffset, 0, 2);
+ // cm
+ Vector<int> moveLabelOffset(labelX, 4 * frameOffset.Y());
+ sprites->Draw(screen, position + moveLabelOffset, 0, 3);
+ // ip
+ Vector<int> ikariLabelOffset(labelX + 3 * frameOffset.X(), 4 * frameOffset.Y());
+ sprites->Draw(screen, position + ikariLabelOffset, 0, 4);
+
// hero
Vector<int> heroOffset(
(align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,