X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=2b46cacb879f405eb5d1118dc94d62d709fc8a59;hb=c8dccd84477d10dcd3ec884478a9f26c16b54ad7;hp=cc38de237da120164584ec9ce2026267bac468cc;hpb=509ef53f0adeb204167aabe1715f3a230f8c59fe;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index cc38de2..2b46cac 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,11 +8,18 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "states/SelectMoveAction.h" +#include "../app/Application.h" +#include "../app/Input.h" +#include "../geometry/operators.h" #include "../graphics/Sprite.h" #include using app::Application; +using app::Input; +using geometry::Point; +using geometry::Vector; using std::vector; @@ -25,17 +32,46 @@ void BattleState::AddMonster(const Monster &m) { monsters.push_back(m); } +void BattleState::AddHero(const Hero &h) { + if (heroes.size() >= heroesLayout->NumPositions()) { + throw std::overflow_error("too many heroes for layout"); + } + heroes.push_back(h); +} + + +void BattleState::Resize(int w, int h) { + +} + void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); + heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); + attackChoices.resize(heroes.size()); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, HeroTag::Alignment((i + 1) % 2))); + } +} + +void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { + +} + +void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { + // reset attack choices + activeHero = -1; + attackChoices.clear(); + attackChoices.resize(heroes.size()); + ctrl.PushState(new SelectMoveAction(this)); } -void BattleState::ExitState() { +void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleEvent(const SDL_Event &) { +void BattleState::HandleInput(const Input &input) { } @@ -44,10 +80,51 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - // TODO: center background if screen bigger - SDL_BlitSurface(background, 0, screen, 0); + Vector offset(CalculateScreenOffset(screen)); + + RenderBackground(screen, offset); + RenderMonsters(screen, offset); +// RenderHeroes(screen, offset); + RenderHeroTags(screen, offset); +} + +void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { + // black for now + SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); + SDL_Rect destRect; + destRect.x = offset.X(); + destRect.y = offset.Y(); + destRect.w = background->w; + destRect.h = background->h; + SDL_BlitSurface(background, 0, screen, &destRect); +} + +void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - monsters[i].Sprite()->Draw(screen, monsterPositions[i]); + monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset); + } +} + +void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); + } +} + +void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + int margin(attackTypeMenu.Height() / 48); + int tagHeight(attackTypeMenu.Height() - 2 * margin); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2 - 2 * margin); + int xOffset((BackgroundWidth() - 2 * tagWidth - 2 * margin) / 2); + + Point tagPosition[4]; + tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight - margin); + tagPosition[1] = Point(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - margin); + tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight - margin); + tagPosition[3] = Point(xOffset + tagWidth + 2 * margin, BackgroundHeight() - tagHeight - margin); + + for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero); } }