battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
switch (battle->GetAttackTypeMenu().Selected()) {
case AttackChoice::SWORD:
+ // TODO: switch to target select
battle->NextHero();
break;
case AttackChoice::MAGIC:
// TODO: switch to spell select
+ battle->NextHero();
break;
case AttackChoice::DEFEND:
battle->NextHero();
break;
case AttackChoice::IKARI:
// TODO: switch to ikari attack select
+ battle->NextHero();
break;
case AttackChoice::ITEM:
// TODO: switch to item select
+ battle->NextHero();
break;
default:
throw std::logic_error("selected invalid attack type");
void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
Point<int> position(
(battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
- (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
+ battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
battle->GetAttackTypeMenu().Render(screen, position + offset);
}