}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // TODO: check for victory or defeat
if (ranAway) {
ctrl.PopState(); // quit the battle scene
return;
Sprite magicTargetCursor(targetingIconsImg, 32, 32, 0, 32);
Sprite itemTargetCursor(targetingIconsImg, 32, 32, 0, 64);
battleRes.weaponTargetCursor = &weaponTargetCursor;
- // TODO: add image for magic targeting cursor
battleRes.magicTargetCursor = &magicTargetCursor;
- // TODO: add image for item targeting cursor
battleRes.itemTargetCursor = &itemTargetCursor;
Spell resetSpell;