Font largeFont(&largeFontSprite, 0, -2);
battleRes.titleFont = &largeFont;
+ battleRes.numberAnimationPrototype = ComplexAnimation(0, 30);
+ battleRes.numberAnimationPrototype.AddFrame(0, 0);
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -26));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -42));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -48));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -42));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -26));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0);
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -12));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -20));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -24));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -20));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -12));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0);
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -6));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -10));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -12));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -10));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -6));
+ battleRes.numberAnimationPrototype.AddFrames(0, 0, Vector<int>(), 14);
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -36));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -32));
+ battleRes.numberAnimationPrototype.AddFrame(0, 0, Vector<int>(0, -18));
+
+ SDL_Surface *bigNumbersImg(IMG_Load("test-data/big-numbers.png"));
+ Sprite bigNumbersSprite(bigNumbersImg, 16, 32);
+ battleRes.bigNumberSprite = &bigNumbersSprite;
+ SDL_Surface *bigGreenNumbersImg(IMG_Load("test-data/big-green-numbers.png"));
+ Sprite bigGreenNumbersSprite(bigGreenNumbersImg, 16, 32);
+ battleRes.greenNumberSprite = &bigGreenNumbersSprite;
+
SDL_Surface *heroTagImg(IMG_Load("test-data/hero-tag-sprites.png"));
Sprite heroTagSprite(heroTagImg, 32, 16);
battleRes.heroTagLabels = &heroTagSprite;