X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=511d29e2dc930ec182667fcc9df8b24db52ddd91;hb=d997e6743dfa0df245bc3f59ee97ecd63efb3c4f;hp=5f50109b7585682c520d8ff09921de6787a80f20;hpb=6dd817d079315c392d1a8c2e5d5abcfce1500d30;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 5f50109..511d29e 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -13,6 +13,7 @@ #include using app::Application; +using geometry::Point; using std::vector; @@ -25,9 +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) { + +} + void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); + heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); } void BattleState::ExitState() { @@ -44,10 +58,23 @@ void BattleState::UpdateWorld(float deltaT) { } 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 = (screen->w - background->w) / 2; + destRect.y = (screen->h - background->h) / 2; + destRect.w = background->w; + destRect.h = background->h; + // TODO: center background if screen bigger - SDL_BlitSurface(background, 0, screen, 0); + SDL_BlitSurface(background, 0, screen, &destRect); + for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[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)); } }