}
bool AttackAnimation::ExecuteAttackAnimation() {
+ // TODO: get real hero/monster
foreignAnimations.push_back(battle->HeroAt(0).AttackAnimation());
battle->HeroAt(0).AttackAnimation()->Start(*state);
++cursor;
}
bool AttackAnimation::ExecuteSpellAnimation() {
+ // TODO: get real hero/monster
foreignAnimations.push_back(battle->HeroAt(0).SpellAnimation());
battle->HeroAt(0).SpellAnimation()->Start(*state);
++cursor;
}
bool AttackAnimation::ExecuteTargetAnimation() {
+ // TODO: get real positions
AnimationMemo am;
am.animation = (Animation *) text[cursor + 1].ptr;
am.animation->Start(*state);
AnimationMemo am;
am.animation = (Animation *) text[cursor + 1].ptr;
am.animation->Start(*state);
- am.position = Point<int>(100, 100);
+ am.position = Point<int>(0, 0);
animations.push_back(am);
cursor += 2;
return true;