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

This commit is contained in:
A.M. Rowsell 2026-04-09 12:13:00 -04:00
commit 4fe03a8952
Signed by: amr
GPG key ID: E0879EDBDB0CA7B1
4 changed files with 75 additions and 67 deletions

View file

@ -556,16 +556,16 @@ static void game_loop(void) {
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 game over screen
@ -578,7 +578,7 @@ static void game_loop(void) {
}
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.final_score, &fontTTF);
}
EndDrawing();

View file

@ -109,8 +109,6 @@ void render_items(const Item *items, int count) {
}
void render_ui(const Player *p, Font *font) {
float nar_space = 1.0;
float norm_space = 4.0;
// HUD Panel
const int hud_y = MAP_HEIGHT * TILE_SIZE;
const int hud_height = 60;
@ -154,7 +152,7 @@ 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_space, text_dim);
DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 11}, 14, NAR_CHAR_SPACE, text_dim);
// HP Bar background
DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
@ -180,7 +178,7 @@ 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_space, WHITE);
DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, 12, NAR_CHAR_SPACE, WHITE);
// Status effects
int effect_x = bar_x;
@ -215,7 +213,7 @@ 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_space, eff_color);
DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, 9, NAR_CHAR_SPACE, eff_color);
effect_x += 28;
}
}
@ -227,66 +225,68 @@ void render_ui(const Player *p, Font *font) {
// Floor
char floor_text[16];
snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, norm_space, text_bright);
DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, nar_space, 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);
DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, norm_space, YELLOW);
DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, nar_space, 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);
DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, norm_space,
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_space, text_dim);
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
DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, 12, nar_space, text_dim);
DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, 12, 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}, 9, 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}, 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,
(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;
@ -308,7 +308,7 @@ 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}, 10, 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);
@ -333,12 +333,12 @@ 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;
@ -350,7 +350,8 @@ 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);
DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - title_w) / 2, overlay.y + 12}, 24, NORM_CHAR_SPACE,
WHITE);
// Draw each inventory slot
char slot_text[64];
@ -372,37 +373,37 @@ 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}, 14, NORM_CHAR_SPACE, (Color){80, 80, 80, 255});
// Item name
const char *name = item_get_name(item);
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}, 14, NORM_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});
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});
}
static Color label_color(FloatingText *ft, int alpha) {
@ -463,7 +464,7 @@ 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) {
int times_hit, int potions, int floors, int turns, int score, Font *font) {
// Semi-transparent overlay
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
@ -473,7 +474,8 @@ 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;
@ -493,71 +495,73 @@ 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);
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;
@ -626,5 +630,5 @@ 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);
}

View file

@ -19,19 +19,19 @@ void render_items(const Item *items, int count);
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);
int times_hit, int potions, int floors, int turns, int score, Font *font);
// Render a message popup
void render_message(const char *message);
void render_message(const char *message, Font *font);
#endif // RENDER_H

View file

@ -8,6 +8,10 @@
#define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE)
#define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE)
// Font constants
#define NORM_CHAR_SPACE 4.0f
#define NAR_CHAR_SPACE 1.0f
// Game Limits
#define MAX_ENEMIES 64
#define MAX_ITEMS 128