X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=c31786eed84aca8db1fa258bb43b8fb50738fa48;hb=2955f56fb11fab871a34db5700befe55737d81d7;hp=21de625354487e21694bba6bdf853271c8903405;hpb=752dd34cd75f6864864d3ee43de754274b10a3b1;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 21de625..c31786e 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,12 +8,14 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "../geometry/operators.h" #include "../graphics/Sprite.h" #include using app::Application; using geometry::Point; +using geometry::Vector; using std::vector; @@ -26,17 +28,22 @@ 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() { @@ -53,19 +60,35 @@ 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); +} + +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 = (width - background->w) / 2; - destRect.y = (height - 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); } }