Vector<int> nextLevelOffset(
11 * parent->Res().statusFont->CharWidth(),
19 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> ikariOffset(
+ 17 * parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
parent->RenderBackground(screen);
parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset);
RenderEquipment(screen, offset + equipOffset);
RenderExperience(screen, experienceOffset);
RenderNextLevel(screen, nextLevelOffset);
+ RenderIkari(screen, ikariOffset);
}
int StatusMenu::Width() const {
font.DrawNumberRight(GetHero().NextLevel(), screen, numberOffset, 7);
}
+void StatusMenu::RenderIkari(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawString(parent->Res().ipLabel, screen, offset, 5);
+
+ Vector<int> numberOffset(offset.X() + 5 * font.CharWidth(), offset.Y());
+ font.DrawNumber(GetHero().RelativeIP(100), screen, numberOffset, 3);
+
+ Vector<int> percentOffset(offset.X() + 8 * font.CharWidth(), offset.Y());
+ font.DrawChar('%', screen, percentOffset);
+}
+
void StatusMenu::NextHero() {
cursor = (cursor + 1) % parent->Game().state->partySize;
void RenderExperience(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
/// @param offset the top right corner!
void RenderNextLevel(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ void RenderIkari(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
private:
PartyMenu *parent;