diff --git a/assets/fonts/Tomorrow_Night.ttf b/assets/fonts/Tomorrow_Night.ttf new file mode 100644 index 0000000..204c2f6 Binary files /dev/null and b/assets/fonts/Tomorrow_Night.ttf differ diff --git a/src/main.c b/src/main.c index 11e5959..b69b438 100644 --- a/src/main.c +++ b/src/main.c @@ -515,7 +515,7 @@ static void game_loop(void) { // sound load_audio_assets(&gs); // font - Font fontTTF = LoadFontEx("./assets/fonts/Royal_Decree_Bold.ttf", 14, 0, 250); + Font fontTTF = LoadFontEx("./assets/fonts/Tomorrow_Night.ttf", 24, NULL, 0); // Initialize first floor rng_seed(12345); init_floor(&gs, 1); diff --git a/src/render.c b/src/render.c index b4dce13..2260816 100644 --- a/src/render.c +++ b/src/render.c @@ -170,7 +170,7 @@ void render_ui(const Player *p, Font *font) { int bar_height = 16; // HP Label, above bar - DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 11}, 14, NAR_CHAR_SPACE, text_dim); + DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim); // HP Bar background DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); @@ -196,7 +196,8 @@ void render_ui(const Player *p, Font *font) { char hp_text[32]; snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); int hp_text_w = MeasureText(hp_text, 12); - DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, 12, NAR_CHAR_SPACE, WHITE); + DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT, + SMALL_CHAR_SPACE, WHITE); // Status effects int effect_x = bar_x; @@ -231,7 +232,7 @@ void render_ui(const Player *p, Font *font) { if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); - DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, 9, NAR_CHAR_SPACE, eff_color); + DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); effect_x += 28; } } @@ -263,7 +264,7 @@ void render_ui(const Player *p, Font *font) { int equip_y = hud_y + 8; // Weapon slot - DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, 12, NAR_CHAR_SPACE, text_dim); + DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); if (p->has_weapon) { const char *weapon_name = item_get_name(&p->equipped_weapon); if (weapon_name) { @@ -277,7 +278,7 @@ void render_ui(const Player *p, Font *font) { } // Armor slot - DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, 9, NAR_CHAR_SPACE, text_dim); + DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); if (p->has_armor) { const char *armor_name = item_get_name(&p->equipped_armor); if (armor_name) { @@ -292,9 +293,9 @@ void render_ui(const Player *p, Font *font) { int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; - DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, 11, - NORM_CHAR_SPACE, (Color){139, 119, 89, 255}); - DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, 11, NORM_CHAR_SPACE, + DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT, + MED_CHAR_SPACE, (Color){139, 119, 89, 255}); + DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255}); // INV count in top-right corner of HUD @@ -326,7 +327,8 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) // Title bar DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); - DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, 10, NAR_CHAR_SPACE, (Color){180, 160, 130, 255}); + DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE, + (Color){180, 160, 130, 255}); // Separator line under title DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); @@ -359,7 +361,7 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) void render_inventory_overlay(const Player *p, int selected, Font *font) { // Overlay dimensions int ov_width = 360; - int ov_height = 300; + int ov_height = 320; Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60, (float)ov_width, (float)ov_height}; DrawRectangleRec(overlay, (Color){12, 12, 12, 252}); @@ -368,13 +370,14 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Title const char *title = "INVENTORY"; int title_w = MeasureText(title, 24); - DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - title_w) / 2, overlay.y + 12}, 24, NORM_CHAR_SPACE, - WHITE); + Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE); + DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT, + NORM_CHAR_SPACE, WHITE); // Draw each inventory slot char slot_text[64]; int row_height = 26; - int start_y = overlay.y + 50; + int start_y = overlay.y + 40; for (int i = 0; i < MAX_INVENTORY; i++) { int y_pos = start_y + (i * row_height); @@ -391,14 +394,15 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Slot number snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, 14, NORM_CHAR_SPACE, (Color){80, 80, 80, 255}); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); if (name) { Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} - : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} - : (Color){140, 140, 255, 255}; + : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} + : (Color){140, 140, 255, 255}; DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color); } // Power @@ -414,15 +418,16 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, 14, NORM_CHAR_SPACE, (Color){40, 40, 40, 255}); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){40, 40, 40, 255}); } } // Instructions at bottom const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; - int hint_w = MeasureText(hint, 12); - DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22}, 12, - NORM_CHAR_SPACE, (Color){65, 65, 65, 255}); + Vector2 hint_w = MeasureTextEx(*font, hint, NORM_FONT, NAR_CHAR_SPACE); + DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2, overlay.y + overlay.height - 22}, + NORM_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); } static Color label_color(FloatingText *ft, int alpha) { diff --git a/src/settings.h b/src/settings.h index fd6de30..3408a13 100644 --- a/src/settings.h +++ b/src/settings.h @@ -10,7 +10,18 @@ // Font constants #define NORM_CHAR_SPACE 4.0f +#define MED_CHAR_SPACE 2.5f +#define SMALL_CHAR_SPACE 1.6f #define NAR_CHAR_SPACE 1.0f +#define CRAMPED_CHAR_SPACE 0.5f + +#define TINY_FONT 8 +#define SMALL_FONT 10 +#define NORM_FONT 12 +#define MEDIUM_FONT 14 +#define LARGE_FONT 18 +#define BIG_FONT 22 +#define HUGE_FONT 30 // Game Limits #define MAX_ENEMIES 64