# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/battle/states/SelectAttackType.cpp \
+../src/battle/states/SelectIkari.cpp \
../src/battle/states/SelectItem.cpp \
../src/battle/states/SelectMoveAction.cpp \
../src/battle/states/SelectSpell.cpp
OBJS += \
./src/battle/states/SelectAttackType.o \
+./src/battle/states/SelectIkari.o \
./src/battle/states/SelectItem.o \
./src/battle/states/SelectMoveAction.o \
./src/battle/states/SelectSpell.o
CPP_DEPS += \
./src/battle/states/SelectAttackType.d \
+./src/battle/states/SelectIkari.d \
./src/battle/states/SelectItem.d \
./src/battle/states/SelectMoveAction.d \
./src/battle/states/SelectSpell.d
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/battle/states/SelectAttackType.cpp \
+../src/battle/states/SelectIkari.cpp \
../src/battle/states/SelectItem.cpp \
../src/battle/states/SelectMoveAction.cpp \
../src/battle/states/SelectSpell.cpp
OBJS += \
./src/battle/states/SelectAttackType.o \
+./src/battle/states/SelectIkari.o \
./src/battle/states/SelectItem.o \
./src/battle/states/SelectMoveAction.o \
./src/battle/states/SelectSpell.o
CPP_DEPS += \
./src/battle/states/SelectAttackType.d \
+./src/battle/states/SelectIkari.d \
./src/battle/states/SelectItem.d \
./src/battle/states/SelectMoveAction.d \
./src/battle/states/SelectSpell.d
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
spellMenus.push_back(res->spellMenuPrototype);
// TODO: insert spell menu entries
+ ikariMenus.push_back(res->ikariMenuPrototype);
+ // TODO: insert ikari menu entries
heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
}
// TODO: insert item menu entries
bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
graphics::Menu</* Item */ void *> &GetItemMenu() { return itemMenu; }
const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
std::vector<Hero> heroes;
std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
graphics::Menu</* Item */ void *> itemMenu;
+ std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
std::vector<HeroTag> heroTags;
std::vector<AttackChoice> attackChoices;
int activeHero;
const char *itemMenuHeadline;
graphics::Menu</* Spell */ void *> itemMenuPrototype;
+ const char *ikariMenuHeadline;
+ graphics::Menu</* Ikari or Item */ void *> ikariMenuPrototype;
+
Resources()
: moveIcons(0)
, menuCursor(0)
, spellMenuHeadline("")
, itemMenuHeadline("")
+ , ikariMenuHeadline("")
{ }
};
#include "SelectAttackType.h"
+#include "SelectIkari.h"
#include "SelectItem.h"
#include "SelectMoveAction.h"
#include "SelectSpell.h"
battle->NextHero();
break;
case AttackChoice::IKARI:
- // TODO: switch to ikari attack select
- battle->NextHero();
+ ctrl->PushState(new SelectIkari(battle, this));
break;
case AttackChoice::ITEM:
ctrl->PushState(new SelectItem(battle, this));
--- /dev/null
+/*
+ * SelectIkari.cpp
+ *
+ * Created on: Aug 9, 2012
+ * Author: holy
+ */
+
+#include "SelectIkari.h"
+
+#include "SelectAttackType.h"
+#include "../BattleState.h"
+#include "../../app/Application.h"
+#include "../../app/Input.h"
+#include "../../geometry/Point.h"
+#include "../../geometry/operators.h"
+#include "../../graphics/Frame.h"
+
+using app::Application;
+using app::Input;
+using geometry::Point;
+using geometry::Vector;
+using graphics::Frame;
+
+namespace battle {
+
+void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
+ ctrl = &c;
+}
+
+void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
+ ctrl = 0;
+}
+
+void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+
+void SelectIkari::Resize(int width, int height) {
+
+}
+
+
+void SelectIkari::HandleInput(const Input &input) {
+ if (input.JustPressed(Input::ACTION_A)) {
+ // TODO: switch to target select
+ if (battle->GetIkariMenu().SelectedIsEnabled()) {
+ battle->NextHero();
+ ctrl->PopState();
+ }
+ }
+ if (input.JustPressed(Input::ACTION_B)) {
+ ctrl->PopState(); // return control to parent
+ }
+ if (input.JustPressed(Input::PAD_UP)) {
+ battle->GetIkariMenu().PreviousRow();
+ }
+ if (input.JustPressed(Input::PAD_RIGHT)) {
+ battle->GetIkariMenu().NextItem();
+ }
+ if (input.JustPressed(Input::PAD_DOWN)) {
+ battle->GetIkariMenu().NextRow();
+ }
+ if (input.JustPressed(Input::PAD_LEFT)) {
+ battle->GetIkariMenu().PreviousItem();
+ }
+}
+
+void SelectIkari::UpdateWorld(float deltaT) {
+
+}
+
+void SelectIkari::Render(SDL_Surface *screen) {
+ parent->Render(screen);
+ Vector<int> offset(battle->CalculateScreenOffset(screen));
+ RenderFrame(screen, offset);
+ RenderHeadline(screen, offset);
+ RenderMenu(screen, offset);
+}
+
+void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
+ const Frame *frame(battle->Res().selectFrame);
+ Point<int> position(frame->BorderWidth(), frame->BorderHeight());
+ int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
+ int height(battle->Res().normalFont->CharHeight() * 13);
+ frame->Draw(screen, position + offset, width, height);
+}
+
+void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
+ const Resources &res(battle->Res());
+ Point<int> position(
+ 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+ 2 * res.selectFrame->BorderHeight());
+ res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+}
+
+void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ const Resources &res(battle->Res());
+ Point<int> position(
+ 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+ 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
+ battle->GetIkariMenu().Draw(screen, position + offset);
+}
+
+}
--- /dev/null
+/*
+ * SelectIkari.h
+ *
+ * Created on: Aug 9, 2012
+ * Author: holy
+ */
+
+#ifndef BATTLE_SELECTIKARI_H_
+#define BATTLE_SELECTIKARI_H_
+
+#include "../../app/State.h"
+
+#include "../../geometry/Vector.h"
+
+namespace battle {
+
+class BattleState;
+class SelectAttackType;
+
+// TODO: looks like item, spell, and ikari select can be merged into one class
+class SelectIkari
+: public app::State {
+
+public:
+ SelectIkari(BattleState *battle, SelectAttackType *parent)
+ : ctrl(0), battle(battle), parent(parent) { }
+
+public:
+ virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+
+ virtual void Resize(int width, int height);
+
+ virtual void HandleInput(const app::Input &);
+ virtual void UpdateWorld(float deltaT);
+ virtual void Render(SDL_Surface *);
+
+private:
+ void RenderFrame(SDL_Surface *, const geometry::Vector<int> &offset);
+ void RenderHeadline(SDL_Surface *, const geometry::Vector<int> &offset);
+ void RenderMenu(SDL_Surface *, const geometry::Vector<int> &offset);
+
+private:
+ app::Application *ctrl;
+ BattleState *battle;
+ SelectAttackType *parent;
+
+};
+
+}
+
+#endif /* BATTLE_SELECTIKARI_H_ */
battleRes.itemMenuPrototype.Add("Protect ring: 1", 0, false, &ringIcon);
battleRes.itemMenuPrototype.Add("Mysto jewel : 1", 0, false, &stoneIcon);
+ battleRes.ikariMenuHeadline = "Please choose equipment.";
+ battleRes.ikariMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 26, 6, 8, 16, 1, 32);
+ battleRes.ikariMenuPrototype.Add("Zirco whip Thundershriek", 0, false, &swordIcon);
+ battleRes.ikariMenuPrototype.Add("Zircon plate Sudden cure", 0, true, &armorIcon);
+ battleRes.ikariMenuPrototype.Add("Zirco gloves Forcefield", 0, true, &shieldIcon);
+ battleRes.ikariMenuPrototype.Add("Holy cap Vulnerable", 0, false, &helmetIcon);
+ battleRes.ikariMenuPrototype.Add("Ghost ring Destroy", 0, true, &ringIcon);
+ battleRes.ikariMenuPrototype.Add("Eagle rock Dive", 0, true, &stoneIcon);
+
BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &battleRes));
battleState->AddMonster(monster);
battleState->AddMonster(monster);