X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FHeroTag.cpp;fp=src%2Fbattle%2FHeroTag.cpp;h=33c42db72de3f0b7d270eaace92d9c1f5ad1b47c;hb=ca31ddeab37eebaa2de5e5b1c94974fac06d418b;hp=a823749d4fb81e39c84ecee38c606647f81ebea5;hpb=2efa2ecd04a9c38d31e91950eac098faa3e5ca08;p=l2e.git diff --git a/src/battle/HeroTag.cpp b/src/battle/HeroTag.cpp index a823749..33c42db 100644 --- a/src/battle/HeroTag.cpp +++ b/src/battle/HeroTag.cpp @@ -10,6 +10,7 @@ #include "Hero.h" #include "../geometry/operators.h" #include "../geometry/Vector.h" +#include "../graphics/Font.h" #include "../graphics/Frame.h" #include "../graphics/Gauge.h" #include "../graphics/Sprite.h" @@ -34,37 +35,48 @@ void HeroTag::Render(SDL_Surface *screen, int width, int height, Point posi // gauges // NOTE: assuming frame border is unit size until charsets are impemented - int gaugeX((align == LEFT ? 10 : 6) * frameOffset.X()); + int gaugeX((align == LEFT ? 10 : 6) * font->CharWidth()); // 4 units reserved for hero, gaugeX already includes frame offset - int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * frameOffset.X()); + int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * font->CharWidth()); // health gauge, second line - Vector healthGaugeOffset(gaugeX, 2 * frameOffset.Y()); + Vector healthGaugeOffset(gaugeX, frameOffset.Y() + font->CharHeight()); healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth)); // mana gauge, third line - Vector manaGaugeOffset(gaugeX, 3 * frameOffset.Y()); + Vector manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * font->CharHeight()); manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth)); // ikari gauge, fourth line - Vector ikariGaugeOffset(gaugeX, 4 * frameOffset.Y()); + Vector ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * font->CharHeight()); ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth)); // labels - int labelX((align == LEFT ? 5 : 1) * frameOffset.X()); + int labelX((align == LEFT ? 5 : 1) * font->CharWidth()); // level Vector levelLabelOffset(gaugeX, frameOffset.Y()); sprites->Draw(screen, position + levelLabelOffset, 0, 0); // hp - Vector healthLabelOffset(labelX, 2 * frameOffset.Y()); + Vector healthLabelOffset(labelX, frameOffset.Y() + font->CharHeight()); sprites->Draw(screen, position + healthLabelOffset, 0, 1); // mp - Vector manaLabelOffset(labelX, 3 * frameOffset.Y()); + Vector manaLabelOffset(labelX, frameOffset.Y() + 2 * font->CharHeight()); sprites->Draw(screen, position + manaLabelOffset, 0, 2); // cm - Vector moveLabelOffset(labelX, 4 * frameOffset.Y()); + Vector moveLabelOffset(labelX, frameOffset.Y() + 3 * font->CharHeight()); sprites->Draw(screen, position + moveLabelOffset, 0, 3); // ip - Vector ikariLabelOffset(labelX + 3 * frameOffset.X(), 4 * frameOffset.Y()); + Vector ikariLabelOffset(labelX + 3 * font->CharWidth(), frameOffset.Y() + 3 * font->CharHeight()); sprites->Draw(screen, position + ikariLabelOffset, 0, 4); + // numbers + // level + Vector levelNumberOffset(gaugeX + sprites->Width(), levelLabelOffset.Y()); + font->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2); + // health + Vector healthNumberOffset(labelX + sprites->Width(), healthLabelOffset.Y()); + font->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3); + //mana + Vector manaNumberOffset(labelX + sprites->Width(), manaLabelOffset.Y()); + font->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3); + // hero Vector heroOffset( (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,