X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=5ba84db2583a17711e20304988bd0cf361e4ba48;hb=4a1816af30dcfe53181a25355bd51cc7b24a83f1;hp=df83c328d2b5a6c32330a1b76cc65444922b2cf0;hpb=95bfa881f3fa427b67d9ce21e6a10f80f7be5439;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index df83c32..5ba84db 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,13 +8,36 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "../graphics/Sprite.h" + +#include +#include using app::Application; +using geometry::Point; + +using std::vector; namespace battle { +void BattleState::AddMonster(const Monster &m) { + if (monsters.size() >= monstersLayout->NumPositions()) { + throw std::overflow_error("too many monsters for layout"); + } + monsters.push_back(m); +} + + +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; } void BattleState::ExitState() { @@ -31,8 +54,23 @@ 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 = (width - background->w) / 2; + destRect.y = (height - 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, 0); + 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)); + } } }