BattleScene::BattleScene(){ TTF_Init(); type = SceneManager::BATTLE; battleMenu = FIGHT; fightVal = 0; runVal = 1; font = TTF_OpenFont("../Fonts/coolvetica.ttf",40); SDL_Color fgColor = {255,255,0}; SDL_Color bgColor = {255,255,255}; bgItemMagicMenu = SDL_LoadBMP("../Images/battle/ItemMagicMenu.bmp"); SDL_SetColorKey(bgItemMagicMenu,SDL_SRCCOLORKEY,SDL_MapRGB(bgItemMagicMenu->format,255,0,255)); bgBattleMenu = SDL_LoadBMP("../Images/battle/MenuBox.bmp"); SDL_SetColorKey(bgBattleMenu, SDL_SRCCOLORKEY, SDL_MapRGB(bgBattleMenu->format, 255,0,255)); textBox = SDL_LoadBMP("../Images/battle/TextBox.bmp"); SDL_SetColorKey(textBox, SDL_SRCCOLORKEY, SDL_MapRGB(textBox->format, 255,0,255)); charInfo = SDL_LoadBMP("../Images/battle/CharacterBattleInfo.bmp"); SDL_SetColorKey(charInfo, SDL_SRCCOLORKEY, SDL_MapRGB(charInfo->format, 255,0,255)); textFight[0] = TTF_RenderText_Blended(font, "Fight",fgColor); textRun[0] = TTF_RenderText_Blended(font,"Run",fgColor); textItem[0] = TTF_RenderText_Blended(font,"Item",fgColor); textMagic[0] = TTF_RenderText_Blended(font,"Skill",fgColor); textFight[1] = TTF_RenderText_Blended(font, "Fight",bgColor); textRun[1] = TTF_RenderText_Blended(font, "Run",bgColor); textItem[1] = TTF_RenderText_Blended(font,"Item",bgColor); textMagic[1] = TTF_RenderText_Blended(font,"Skill",bgColor); bgBattleMenuLoc.x = 0; bgBattleMenuLoc.y = 473; //463 = height(600) - 127(height of picture) + 10 itemMagicMenuLoc.x = 195; itemMagicMenuLoc.y = 360; textBoxLoc.x = 0; textBoxLoc.y = 473; fightLoc.x = 25; fightLoc.y = 485; magicLoc.x = 25; magicLoc.y = 535; itemLoc.x = 165; itemLoc.y = 485; runLoc.x = 165; runLoc.y = 535; charInfoLoc.x = 0+594; charInfoLoc.y = 0; player = &Player::getInstance(); //just added this to test the battle sequence //setting up IDLE animations if(player->getType() == Player::LLYOD){ player->setAnimation(BattleAnimations::IDLE,"../Images/battle/LloydIdle.bmp",6,10,98,106); for(int i = 5; i > -1; i--) player->getBattleAnimations().setFrame(BattleAnimations::IDLE,5-i,66*i,0,66,player->getBattleAnimations().getIdleImage()->h); } else{ player->setAnimation(BattleAnimations::IDLE,"../Images/battle/ColetteIdle.bmp",5,0,128,255); for(int i = 4; i > -1; i--) player->getBattleAnimations().setFrame(BattleAnimations::IDLE,4-i,46*i,0,46,player->getBattleAnimations().getIdleImage()->h); } bManager = new BattleHandler(); loadMobs(); }
Map::Map(int stage) { _mapSize = 0; this->_stage = stage; loadInfo(); loadPretties(); loadAnimatedPretties(); loadTile(); loadMobs(); loadSignatureObjects(); // Concatenate all map object's reference to split into 4tree. vector<Object*> mapObjects; mapObjects.insert(mapObjects.end(), _pretties.begin(), _pretties.end()); _mapObjects = new QuadTree(new RECT(Default::createRECT(0, _mapSize, _mapSize, 0))); _mapObjects->assign(mapObjects); }