X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=511d29e2dc930ec182667fcc9df8b24db52ddd91;hb=d997e6743dfa0df245bc3f59ee97ecd63efb3c4f;hp=5ba84db2583a17711e20304988bd0cf361e4ba48;hpb=4a1816af30dcfe53181a25355bd51cc7b24a83f1;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 5ba84db..511d29e 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -10,7 +10,6 @@ #include "PartyLayout.h" #include "../graphics/Sprite.h" -#include #include using app::Application; @@ -27,17 +26,22 @@ 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) { - width = w; - height = h; + } void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); - width = screen->w; - height = screen->h; + heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); } void BattleState::ExitState() { @@ -57,20 +61,21 @@ void BattleState::Render(SDL_Surface *screen) { // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_Rect destRect; - destRect.x = (width - background->w) / 2; - destRect.y = (height - background->h) / 2; + destRect.x = (screen->w - background->w) / 2; + destRect.y = (screen->h - background->h) / 2; destRect.w = background->w; destRect.h = background->h; - std::cout << "screen: " << screen->w << "x" << screen->h << std::endl; - std::cout << "drawing to " << destRect.w << "x" << destRect.h << "+" << destRect.x << "+" << destRect.y << std::endl; - // TODO: center background if screen bigger SDL_BlitSurface(background, 0, screen, &destRect); for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { monsters[i].Sprite()->DrawCenterBottom(screen, Point(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y)); } + + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroes[i].Sprite()->DrawCenterBottom(screen, Point(heroesPositions[i].X() + destRect.x, heroesPositions[i].Y() + destRect.y)); + } } }