X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=c31786eed84aca8db1fa258bb43b8fb50738fa48;hb=2955f56fb11fab871a34db5700befe55737d81d7;hp=511d29e2dc930ec182667fcc9df8b24db52ddd91;hpb=d997e6743dfa0df245bc3f59ee97ecd63efb3c4f;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 511d29e..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; @@ -58,23 +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 = (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, Point(heroesPositions[i].X() + destRect.x, heroesPositions[i].Y() + destRect.y)); + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); } }