-/*
- * PerformAttacks.h
- *
- * Created on: Aug 10, 2012
- * Author: holy
- */
-
#ifndef BATTLE_PERFORMATTACKS_H_
#define BATTLE_PERFORMATTACKS_H_
+namespace battle {
+ class Battle;
+ class BattleState;
+ class TargetSelection;
+}
+
#include "../../app/State.h"
-#include "../BattleState.h"
#include "../NumberAnimation.h"
-#include "../../geometry/Vector.h"
-#include "../../graphics/ComplexAnimation.h"
+#include "../../math/Vector.h"
+#include "../../graphics/Animation.h"
#include <vector>
-namespace battle {
-class AttackAnimation;
+namespace battle {
class PerformAttacks
: public app::State {
public:
- explicit PerformAttacks(BattleState *battle)
- : ctrl(0), battle(battle), moveAnimation(0), attackAnimation(0), titleBarText(0), cursor(-1) { }
+ PerformAttacks(Battle *battle, BattleState *parent);
public:
- virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
-
- virtual void Resize(int width, int height);
-
virtual void HandleEvents(const app::Input &);
- virtual void UpdateWorld(float deltaT);
+ virtual void UpdateWorld(Uint32 deltaT);
virtual void Render(SDL_Surface *);
private:
- void CheckNumberAnimation();
+ virtual void OnEnterState(SDL_Surface *screen);
+ virtual void OnExitState(SDL_Surface *screen);
+ virtual void OnResumeState(SDL_Surface *screen);
+ virtual void OnPauseState(SDL_Surface *screen);
+
+ virtual void OnResize(int width, int height);
+
+private:
+ void CheckAnimations();
bool HasAnimationsRunning() const;
void ResetAnimation();
- void AdvanceCursor();
- bool Finished() const { return cursor >= int(order.size()); }
private:
- void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset);
- void RenderNumbers(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void AddNumberAnimations(const TargetSelection &);
+
+ void RenderTitleBar(SDL_Surface *screen) const;
+ void RenderNumbers(SDL_Surface *screen) const;
+ void RenderTargetAnimation(SDL_Surface *screen) const;
private:
- app::Application *ctrl;
- BattleState *battle;
- graphics::Animation *moveAnimation;
- AttackAnimation *attackAnimation;
+ Battle *battle;
+ BattleState *parent;
+ graphics::AnimationRunner moveAnimation;
+ graphics::AnimationRunner targetAnimation;
const char *titleBarText;
app::Timer<Uint32> titleBarTimer;
- std::vector<BattleState::Order> order;
+ app::Timer<Uint32> targetAnimationTimer;
std::vector<NumberAnimation> numberAnimation;
- std::vector<geometry::Point<int> > numberPosition;
+ std::vector<math::Vector<int> > numberPosition;
+ math::Vector<int> framePosition;
+ math::Vector<int> frameSize;
+ math::Vector<int> textPosition;
int cursor;
};
}
-#endif /* BATTLE_PERFORMATTACKS_H_ */
+#endif