font: squash commit into main

Squashed commit of the following:

commit a53942249c
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Thu Apr 9 23:59:13 2026 -0400

    font: extensive tweaks, looks much better

commit 64205e137c
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Thu Apr 9 12:13:00 2026 -0400

    font: fully implemented font changes to UI, size/spacing need tweaking

commit 901f063696
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Wed Apr 8 09:36:03 2026 -0400

    font: tweak sizes of stats

commit 20f8c71fdf
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Wed Apr 8 09:28:22 2026 -0400

    render: implement experimental font change, needs work
This commit is contained in:
A.M. Rowsell 2026-04-10 08:12:53 -04:00 committed by raf
commit 2500fffe84
7 changed files with 108 additions and 75 deletions

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@ -522,8 +522,15 @@ void load_audio_assets(GameState *gs) {
static void game_loop(unsigned int run_seed) {
GameState gs;
memset(&gs, 0, sizeof(GameState));
<<<<<<< HEAD
gs.run_seed = run_seed;
=======
// load external assets
// sound
>>>>>>> acdbc9c (font: squash commit into main)
load_audio_assets(&gs);
// font
Font fontTTF = LoadFontEx("./assets/fonts/Tomorrow_Night.ttf", 24, NULL, 0);
// Initialize first floor
init_floor(&gs, 1);
@ -581,19 +588,19 @@ static void game_loop(unsigned int run_seed) {
// Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player);
render_ui(&gs.player, &fontTTF);
// Draw action log
render_action_log(gs.action_log, gs.log_count, gs.log_head);
render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF);
// Draw inventory overlay if active
if (gs.show_inventory) {
render_inventory_overlay(&gs.player, gs.inv_selected);
render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF);
}
// Draw message if any
if (gs.last_message != NULL && gs.message_timer > 0) {
render_message(gs.last_message);
render_message(gs.last_message, &fontTTF);
}
// Draw persistent seed display in top right
@ -609,7 +616,7 @@ static void game_loop(unsigned int run_seed) {
}
render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
gs.final_score, gs.run_seed);
gs.final_score, gs.run_seed, &fontTTF);
}
EndDrawing();

View file

@ -124,7 +124,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_
}
}
void render_ui(const Player *p) {
void render_ui(const Player *p, Font *font) {
// HUD Panel
const int hud_y = MAP_HEIGHT * TILE_SIZE;
const int hud_height = 60;
@ -168,7 +168,7 @@ void render_ui(const Player *p) {
int bar_height = 16;
// HP Label, above bar
DrawText("HP", bar_x, bar_y - 11, 9, 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});
@ -193,8 +193,9 @@ void render_ui(const Player *p) {
// HP text, centered in bar
char hp_text[32];
snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
int hp_text_w = MeasureText(hp_text, 10);
DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE);
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}, MEDIUM_FONT,
SMALL_CHAR_SPACE, WHITE);
// Status effects
int effect_x = bar_x;
@ -229,7 +230,7 @@ void render_ui(const Player *p) {
if (p->effects[i].duration > 0) {
char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
DrawText(eff_text, effect_x, effect_y, 9, eff_color);
DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
effect_x += 28;
}
}
@ -241,65 +242,68 @@ void render_ui(const Player *p) {
// Floor
char floor_text[16];
snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
DrawText(floor_text, stats_x, stats_y, 14, text_bright);
DrawText("Floor", stats_x, stats_y + 16, 9, text_dim);
DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright);
DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
// ATK
char atk_text[16];
snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW);
DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim);
DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW);
DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
// DEF
char def_text[16];
snprintf(def_text, sizeof(def_text), "%d", p->defense);
DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255});
DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim);
DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE,
(Color){100, 150, 255, 255});
DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
int equip_x = section2_end + 15;
int equip_y = hud_y + 8;
// Weapon slot
DrawText("WEAPON", equip_x, equip_y, 9, 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) {
char weapon_text[64];
snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power,
dmg_class_get_short(p->equipped_weapon.dmg_class));
DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255});
DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255});
}
} else {
DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255});
DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
}
// Armor slot
DrawText("ARMOR", equip_x, equip_y + 26, 9, 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) {
char armor_text[48];
snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power);
DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255});
DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255});
}
} else {
DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255});
DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
}
int ctrl_x = section3_end + 20;
int ctrl_y = hud_y + 14;
DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255});
DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255});
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
char inv_text[16];
snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
int inv_width = MeasureText(inv_text, 10);
DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN);
DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN);
}
void render_action_log(const char log[5][128], int count, int head) {
void render_action_log(const char log[5][128], int count, int head, Font *font) {
// Roguelike scroll/log panel styling
const int log_width = 250;
const int log_height = 90;
@ -321,7 +325,8 @@ void render_action_log(const char log[5][128], int count, int head) {
// Title bar
DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (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);
@ -346,15 +351,15 @@ void render_action_log(const char log[5][128], int count, int head) {
} else {
text_color = (Color){120, 110, 100, 200}; // oldest: dim
}
DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color);
DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, 10, NAR_CHAR_SPACE, text_color);
}
}
}
void render_inventory_overlay(const Player *p, int selected) {
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});
@ -363,12 +368,14 @@ void render_inventory_overlay(const Player *p, int selected) {
// Title
const char *title = "INVENTORY";
int title_w = MeasureText(title, 24);
DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, 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);
@ -385,7 +392,8 @@ void render_inventory_overlay(const Player *p, int selected) {
// Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (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);
@ -393,31 +401,31 @@ void render_inventory_overlay(const Player *p, int selected) {
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};
DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color);
DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color);
}
// Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW);
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW);
// Action
if (item->type == ITEM_POTION) {
DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN);
DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GREEN);
} else {
DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD);
DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GOLD);
}
} else {
// Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (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);
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12,
(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) {
@ -505,7 +513,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
}
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
int times_hit, int potions, int floors, int turns, int score, unsigned int seed) {
int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font) {
// Semi-transparent overlay
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
@ -515,7 +523,8 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
int title_font_size = 60;
Color title_color = is_victory ? GOLD : RED;
int title_width = MeasureText(title, title_font_size);
DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color);
DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE,
title_color);
// Stats box
int box_x = SCREEN_WIDTH / 2 - 200;
@ -535,78 +544,80 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
Color value_color = WHITE;
// Column 1
DrawText("Kills:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", kills);
DrawText(line, col1_x + 80, row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height;
DrawText("Items:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", items);
DrawText(line, col1_x + 80, row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height;
DrawText("Damage Dealt:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", damage_dealt);
DrawText(line, col1_x + 140, row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height;
DrawText("Damage Taken:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", damage_taken);
DrawText(line, col1_x + 140, row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height;
DrawText("Crits:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", crits);
DrawText(line, col1_x + 80, row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height;
DrawText("Times Hit:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", times_hit);
DrawText(line, col1_x + 80, row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height;
// Column 2
int col2_row_y = box_y + 20;
DrawText("Potions:", col2_x, col2_row_y, 18, label_color);
DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", potions);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height;
DrawText("Floors:", col2_x, col2_row_y, 18, label_color);
DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", floors);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height;
DrawText("Turns:", col2_x, col2_row_y, 18, label_color);
DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", turns);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height;
// Score: placed below the last row of the longer column (6 items, row_y is already there)
row_y += 10;
DrawText("SCORE:", col1_x, row_y, 22, GOLD);
DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD);
snprintf(line, sizeof(line), "%d", score);
DrawText(line, col1_x + 90, row_y, 22, GOLD);
DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD);
row_y += 35;
// Seed display
DrawText("SEED:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%u", seed);
DrawText(line, col1_x + 60, row_y, 18, END_SEED);
DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, SMALL_CHAR_SPACE, END_SEED);
// Instructions
if (is_victory) {
const char *subtitle = "Press R to play again or Q to quit";
int sub_width = MeasureText(subtitle, 20);
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY);
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
LIGHTGRAY);
} else {
const char *subtitle = "Press R to restart or Q to quit";
int sub_width = MeasureText(subtitle, 20);
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY);
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
LIGHTGRAY);
}
}
void render_message(const char *message) {
void render_message(const char *message, Font *font) {
if (message == NULL)
return;
@ -675,7 +686,7 @@ void render_message(const char *message) {
text_y = (int)box_y + padding_y;
}
DrawText(message, text_x, text_y, font_size, WHITE);
DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE);
}
void render_seed_display(unsigned int seed) {

View file

@ -88,23 +88,23 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]);
// Render UI overlay
void render_ui(const Player *p);
void render_ui(const Player *p, Font *font);
// Render action log (bottom left corner)
void render_action_log(const char log[5][128], int count, int head);
void render_action_log(const char log[5][128], int count, int head, Font *font);
// Render inventory selection overlay
void render_inventory_overlay(const Player *p, int selected);
void render_inventory_overlay(const Player *p, int selected, Font *font);
// Render floating damage text
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y);
// Render end screen (victory or death) with stats breakdown
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
int times_hit, int potions, int floors, int turns, int score, unsigned int seed);
int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font);
// Render a message popup
void render_message(const char *message);
void render_message(const char *message, Font *font);
// Render seed display at top right of screen
void render_seed_display(unsigned int seed);

View file

@ -8,6 +8,21 @@
#define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE)
#define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE)
// 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
#define MAX_ITEMS 128