#include "HeroTag.h"
+#include "Hero.h"
+#include "../geometry/operators.h"
+#include "../geometry/Vector.h"
+#include "../graphics/Frame.h"
+#include "../graphics/Sprite.h"
+
using geometry::Point;
+using geometry::Vector;
namespace battle {
-void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position) const {
- SDL_Rect destRect;
- destRect.x = position.X();
- destRect.y = position.Y();
- destRect.w = width;
- destRect.h = height;
-
- destRect.x += 1;
- destRect.y += 1;
- destRect.w -= 2;
- destRect.h -= 2;
- SDL_FillRect(screen, &destRect, SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF));
+void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
+ if (active) {
+ activeFrame->Draw(screen, position, width, height);
+ } else {
+ frame->Draw(screen, position, width, height);
+ }
- destRect.x += 1;
- destRect.y += 1;
- destRect.w -= 2;
- destRect.h -= 2;
- SDL_FillRect(screen, &destRect, SDL_MapRGB(screen->format, 0, 0, 0));
+ Vector<int> heroOffset(
+ (align == LEFT) ? 3 : width - hero->Sprite()->Width() - 3,
+ height - hero->Sprite()->Height() - 3);
+ hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
}
}