X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=b11f52cc90b4950f73fd76641cc1699420d17bb3;hb=c0860451b5fd681c3b3b8d985e8831276bbd917f;hp=d1a983f23d198787daef4af3aac198e1d08db759;hpb=e1b949217f6cf25cb080e514a5f6a40935f0c8fa;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d1a983f..b11f52c 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,12 +8,17 @@ #include "BattleState.h" #include "PartyLayout.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; @@ -26,6 +31,13 @@ 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) { @@ -42,8 +54,8 @@ void BattleState::ExitState() { } -void BattleState::HandleEvent(const SDL_Event &) { - +void BattleState::HandleInput(const Input &input) { + attackTypeMenu.ReadInput(input); } void BattleState::UpdateWorld(float deltaT) { @@ -51,19 +63,36 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { + Vector offset( + (screen->w - background->w) / 2, + (screen->h - background->h) / 2); + + RenderBackground(screen, offset); + RenderMonsters(screen, offset); +// RenderHeroes(screen, offset); + attackTypeMenu.Render(screen, Point(background->w / 2, background->h * 3 / 4)); +} + +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 = (screen->w - background->w) / 2; - destRect.y = (screen->h - background->h) / 2; + destRect.x = offset.X(); + destRect.y = offset.Y(); destRect.w = background->w; destRect.h = background->h; - - // TODO: center background if screen bigger 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()->DrawCenterBottom(screen, Point(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y)); + 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); } }