monster.SetHealth(8);
monster.SetStats(Stats(14, 6, 6, 6, 6, 6, 6));
monster.SetReward(3, 5);
- ComplexAnimation monsterAttackAnimation(&monsterSprite, 120);
+ ComplexAnimation monsterAttackAnimation(&monsterSprite, 4 * framerate);
monsterAttackAnimation.AddFrame(0, 1, Vector<int>(16, 0));
monsterAttackAnimation.AddFrame(0, 0, Vector<int>(16, 0));
monsterAttackAnimation.AddFrame(0, 1, Vector<int>(16, 0));
monster.SetAttackAnimation(&monsterAttackAnimation);
+ SDL_Surface *monsterMeleeImg(IMG_Load("test-data/attack-monster.png"));
+ Sprite monsterMeleeSprite(monsterMeleeImg, 96, 64);
+ SimpleAnimation monsterMeleeAnimation(&monsterMeleeSprite, framerate, 14);
+ monster.SetMeleeAnimation(&monsterMeleeAnimation);
SDL_Surface *maximImg(IMG_Load("test-data/maxim.png"));
Sprite maximSprite(maximImg, 64, 64);
Sprite magicTargetCursor(targetingIconsImg, 32, 32, 0, 32);
Sprite itemTargetCursor(targetingIconsImg, 32, 32, 0, 64);
battleRes.weaponTargetCursor = &weaponTargetCursor;
- // TODO: add image for magic targeting cursor
battleRes.magicTargetCursor = &magicTargetCursor;
- // TODO: add image for item targeting cursor
battleRes.itemTargetCursor = &itemTargetCursor;
Spell resetSpell;