}
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int margin(attackTypeMenu.Height() / 48);
+ int margin(attackTypeMenu.Height() * 3 / 48);
int tagHeight(attackTypeMenu.Height() - 2 * margin);
int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2 - 2 * margin);
int xOffset((BackgroundWidth() - 2 * tagWidth - 2 * margin) / 2);
Point<int> tagPosition[4];
- tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight - margin);
- tagPosition[1] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - margin);
+ tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight - 3 * margin);
+ tagPosition[1] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - 3 * margin);
tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight - margin);
tagPosition[3] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - tagHeight - margin);
frame->Draw(screen, position, width, height);
}
+ int verticalHeroOffset((height - hero->Sprite()->Height()) / 2);
+
Vector<int> heroOffset(
- (align == LEFT) ? 3 : width - hero->Sprite()->Width() - 3,
- height - hero->Sprite()->Height() - 3);
+ (align == LEFT) ? verticalHeroOffset : width - hero->Sprite()->Width() - verticalHeroOffset,
+ verticalHeroOffset);
hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
}
monster.SetSprite(&dummySprite);
SDL_Surface *heroImg(IMG_Load("test-data/hero.png"));
- Sprite heroSprite(heroImg, 96, 96);
+ Sprite heroSprite(heroImg, 64, 64);
Hero hero;
hero.SetName("Name");
hero.SetLevel(34);