X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=c31786eed84aca8db1fa258bb43b8fb50738fa48;hb=2955f56fb11fab871a34db5700befe55737d81d7;hp=25fb09c0e59b171100f1de77f0bee853337e0243;hpb=5ef75aee810e5a687fae24e3f95886241e36efda;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 25fb09c..c31786e 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -7,12 +7,43 @@ #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; namespace battle { -void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { +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::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() { @@ -29,8 +60,36 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - // TODO: center background if screen bigger - SDL_BlitSurface(background, 0, screen, 0); + 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 = offset.X(); + destRect.y = offset.Y(); + destRect.w = background->w; + destRect.h = background->h; + 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, 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); + } } }