Vector<int> alignOffset(align == LEFT ? 4 * res->heroTagFont->CharWidth() : 0, 0);
frame->Draw(screen, position, width, height);
- int yOffset((height - hero->Sprite()->Height()) / 2);
-
// gauges
// NOTE: assuming frame border is unit size until charsets are impemented
int gaugeX((align == LEFT ? 10 : 6) * res->heroTagFont->CharWidth());
int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * res->heroTagFont->CharWidth());
// health gauge, second line
Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + res->heroTagFont->CharHeight());
- res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
+ res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(255));
// mana gauge, third line
Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
- res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
+ res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(255));
// ikari gauge, fourth line
Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
- res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+ res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(255));
// labels
int labelX((align == LEFT ? 5 : 1) * res->heroTagFont->CharWidth());
}
// hero
- Vector<int> heroOffset(
- (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
- yOffset);
- hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
+ hero->Sprite()->Draw(screen, position + HeroOffset(), 0, hero->Health() > 0 ? 0 : 2);
+}
+
+Vector<int> HeroTag::HeroOffset() const {
+ return Vector<int>(
+ (align == LEFT) ? res->normalFont->CharWidth() : 10 * res->normalFont->CharWidth(),
+ res->normalFont->CharWidth());
}
}