X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=2c5fe8174449ceb899f2bf7f8f634baff60304ba;hb=2a0eca649009f78028db286a67a532429cab5b88;hp=9f1acac18d859b83d378f494cc3cc380b71d2f58;hpb=867fd5d9b79c3b9c1d0fb17ba9f55cfe971b93d5;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 9f1acac..2c5fe81 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,6 +8,7 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "states/SelectMoveAction.h" #include "../app/Application.h" #include "../app/Input.h" #include "../geometry/operators.h" @@ -47,9 +48,24 @@ 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); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags.push_back(HeroTag(&heroes[i], 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) { } @@ -63,13 +79,12 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - Vector offset( - (screen->w - background->w) / 2, - (screen->h - background->h) / 2); + Vector offset(CalculateScreenOffset(screen)); RenderBackground(screen, offset); RenderMonsters(screen, offset); - RenderHeroes(screen, offset); +// RenderHeroes(screen, offset); + RenderHeroTags(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -95,4 +110,20 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } } +void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight); + int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); + int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2); + + Point tagPosition[4]; + tagPosition[0] = Point(0, uiOffset); + tagPosition[1] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset); + tagPosition[2] = Point(0, uiOffset + tagHeight + attackTypeMenu.IconHeight()); + tagPosition[3] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight()); + + for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero); + } +} + }