From 0b4f14c73ca134e39893a609cb2df9c6fd8070d6 Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Sat, 4 Apr 2026 22:49:14 +0300 Subject: [PATCH 1/8] build: also link raylib for libcombat Signed-off-by: NotAShelf Change-Id: I337a654ffc0dbfab19bdbe68ba9bd9026a6a6964 --- build.zig | 1 + 1 file changed, 1 insertion(+) diff --git a/build.zig b/build.zig index eb3ff5d..7109941 100644 --- a/build.zig +++ b/build.zig @@ -15,6 +15,7 @@ pub fn build(b: *std.Build) void { }), }); combat_lib.addIncludePath(b.path("src")); + combat_lib.linkSystemLibrary("raylib"); // C sources (everything except combat, which is now Zig) const c_sources = [_][]const u8{ From e048e0247517e164ec3e93fdbbb65afda4e73e4a Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 09:50:45 +0300 Subject: [PATCH 2/8] stats: add stat tracking fields to `GameState` We can now track kills, items, damage dealt/taken, crits, times hit, potions used, floors reached, and final score in `GameState` for end-game display. This is rather basic for now, but I intend to extend the tracked statistics as we introduce more mechanics. Signed-off-by: NotAShelf Change-Id: I4dcd3e1effd0209268dc56fe4bba4b696a6a6964 --- src/common.h | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/src/common.h b/src/common.h index bd8454d..2b499a8 100644 --- a/src/common.h +++ b/src/common.h @@ -150,6 +150,16 @@ typedef struct { int shake_x; int shake_y; AudioAssets sounds; + // Statistics + int total_kills; + int items_collected; + int damage_dealt; + int damage_taken; + int crits_landed; + int times_hit; + int potions_used; + int floors_reached; + int final_score; } GameState; From 19a9da4aee545355b6003e1fc07d5be82de7040d Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 10:26:30 +0300 Subject: [PATCH 3/8] stats: track all gameplay statistics during player actions Signed-off-by: NotAShelf Change-Id: Ie94380572d2256dda45ce7bfcf347c7f6a6a6964 --- src/main.c | 26 ++++++++++++++++++++------ 1 file changed, 20 insertions(+), 6 deletions(-) diff --git a/src/main.c b/src/main.c index 073b84f..5b4f122 100644 --- a/src/main.c +++ b/src/main.c @@ -115,6 +115,7 @@ static void init_floor(GameState *gs, int floor_num) { // Initialize player position if first floor if (floor_num == 1) { player_init(&gs->player, start_x, start_y); + gs->floors_reached = 1; } else { // Move player to new floor position gs->player.x = start_x; @@ -190,7 +191,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { audio_play_dodge(gs); } else { if (combat_get_last_damage() > 0) - spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); + gs->damage_dealt += combat_get_last_damage(); + spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); audio_play_attack(gs); if (combat_was_blocked()) { spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE); @@ -199,6 +201,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (combat_was_critical()) { spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE); audio_play_crit(gs); + gs->crits_landed++; } StatusEffectType applied = combat_get_applied_effect(); if (applied != EFFECT_NONE) { @@ -208,6 +211,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (!attacked_enemy->alive) { spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE); audio_play_enemy_death(gs); + gs->total_kills++; } } } @@ -219,6 +223,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(gs); gs->screen_shake = 8; + gs->damage_taken += combat_get_last_damage(); + gs->times_hit++; spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), combat_was_critical()); } @@ -309,6 +315,7 @@ static int handle_inventory_input(GameState *gs) { if (item != NULL) { if (item->type == ITEM_POTION) { player_use_item(&gs->player, item); + gs->potions_used++; player_remove_inventory_item(&gs->player, gs->inv_selected); gs->last_message = "Used potion!"; gs->message_timer = 60; @@ -350,6 +357,8 @@ static int handle_descend_input(GameState *gs) { if (IsKeyPressed(KEY_Y)) { if (gs->player.floor < NUM_FLOORS) { audio_play_stairs(gs); + if (gs->player.floor + 1 > gs->floors_reached) + gs->floors_reached = gs->player.floor + 1; init_floor(gs, gs->player.floor + 1); gs->last_message = "Descended to next floor!"; gs->message_timer = 60; @@ -383,6 +392,7 @@ static int handle_movement_input(GameState *gs) { Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { + gs->items_collected++; char pickup_msg[64]; snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item)); add_log(gs, pickup_msg); @@ -400,6 +410,7 @@ static int handle_movement_input(GameState *gs) { // Check for item usage (U key - use first potion) if (IsKeyPressed(KEY_U)) { if (gs->player.inventory_count > 0 && player_use_first_item(&gs->player)) { + gs->potions_used++; gs->last_message = "Used potion!"; gs->message_timer = 60; audio_play_item_pickup(gs); @@ -509,6 +520,7 @@ static void game_loop(void) { memset(&gs, 0, sizeof(GameState)); gs.game_over = 0; gs.game_won = 0; + load_audio_assets(&gs); init_floor(&gs, 1); } } @@ -554,13 +566,15 @@ static void game_loop(void) { // Draw game over screen if (gs.game_over) { - render_game_over(); + // Compute final score + gs.final_score = gs.total_kills * 100 + gs.items_collected * 30 + gs.floors_reached * 200 + gs.crits_landed * 25 + + gs.damage_dealt * 2 - gs.damage_taken * 2 - gs.times_hit * 15; if (gs.game_won) { - // Draw win message - const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!"; - int msg_w = MeasureText(win_msg, 30); - DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD); + gs.final_score = (gs.final_score * 3) / 2; } + 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); } EndDrawing(); From 436083f6064c3b07b42eafaf804b71a597bdf37f Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 10:26:52 +0300 Subject: [PATCH 4/8] render: replace game over screen with end screen; show stats breakdown The game over logic is now consolidated as there are two possible scenarios: victory or death. The end-screen rendering has thus been consolidated to display victory (gold YOU ESCAPED) or death (red GAME OVER) with a stats box. Signed-off-by: NotAShelf Change-Id: Iecf71ecde4097a41bd074f9123c8c4c76a6a6964 --- src/render.c | 96 +++++++++++++++++++++++++++++++++++++++++++++++----- src/render.h | 5 +-- 2 files changed, 91 insertions(+), 10 deletions(-) diff --git a/src/render.c b/src/render.c index 1993447..624ba1b 100644 --- a/src/render.c +++ b/src/render.c @@ -351,19 +351,99 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak } } -void render_game_over(void) { +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) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); - // Game over text - const char *title = "GAME OVER"; - int title_width = MeasureText(title, 60); - DrawText(title, (SCREEN_WIDTH - title_width) / 2, SCREEN_HEIGHT / 2 - 30, 60, RED); + // Title + const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; + int title_font_size = is_victory ? 60 : 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); - 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 / 2 + 40, 20, WHITE); + // Stats box + int box_x = SCREEN_WIDTH / 2 - 200; + int box_y = 110; + int box_w = 400; + int box_h = 320; + DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); + DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); + + // Stats content + char line[64]; + int col1_x = box_x + 20; + int col2_x = box_x + 210; + int row_y = box_y + 20; + int line_height = 24; + Color label_color = LIGHTGRAY; + Color value_color = WHITE; + + // Column 1 + DrawText("Kills:", col1_x, row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", kills); + DrawText(line, col1_x + 80, row_y, 18, value_color); + row_y += line_height; + + DrawText("Items:", col1_x, row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", items); + DrawText(line, col1_x + 80, row_y, 18, value_color); + row_y += line_height; + + DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", damage_dealt); + DrawText(line, col1_x + 140, row_y, 18, value_color); + row_y += line_height; + + DrawText("Damage Taken:", col1_x, row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", damage_taken); + DrawText(line, col1_x + 140, row_y, 18, value_color); + row_y += line_height; + + DrawText("Crits:", col1_x, row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", crits); + DrawText(line, col1_x + 80, row_y, 18, value_color); + row_y += line_height; + + DrawText("Times Hit:", col1_x, row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", times_hit); + DrawText(line, col1_x + 80, row_y, 18, 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); + snprintf(line, sizeof(line), "%d", potions); + DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + col2_row_y += line_height; + + DrawText("Floors:", col2_x, col2_row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", floors); + DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + col2_row_y += line_height; + + DrawText("Turns:", col2_x, col2_row_y, 18, label_color); + snprintf(line, sizeof(line), "%d", turns); + DrawText(line, col2_x + 80, col2_row_y, 18, 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); + snprintf(line, sizeof(line), "%d", score); + DrawText(line, col1_x + 90, row_y, 22, 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); + } 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); + } } void render_message(const char *message) { diff --git a/src/render.h b/src/render.h index 850c989..966793b 100644 --- a/src/render.h +++ b/src/render.h @@ -27,8 +27,9 @@ void render_inventory_overlay(const Player *p, int selected); // Render floating damage text void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y); -// Render game over screen -void render_game_over(void); +// 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); // Render a message popup void render_message(const char *message); From 4f0a85df194bc122b597e2a54b21c11e4aadceb6 Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 10:55:04 +0300 Subject: [PATCH 5/8] build: 'lock' zig build setup Signed-off-by: NotAShelf Change-Id: I5a09be217458921978d2a8f69ef72ee86a6a6964 --- build.zig.zon | 84 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 84 insertions(+) create mode 100644 build.zig.zon diff --git a/build.zig.zon b/build.zig.zon new file mode 100644 index 0000000..61fe03c --- /dev/null +++ b/build.zig.zon @@ -0,0 +1,84 @@ +.{ + // This is the default name used by packages depending on this one. For + // example, when a user runs `zig fetch --save `, this field is used + // as the key in the `dependencies` table. Although the user can choose a + // different name, most users will stick with this provided value. + // + // It is redundant to include "zig" in this name because it is already + // within the Zig package namespace. + .name = .rogged, + + // This is a [Semantic Version](https://semver.org/). + // In a future version of Zig it will be used for package deduplication. + .version = "0.1.0", + + // Together with name, this represents a globally unique package + // identifier. This field is generated by the Zig toolchain when the + // package is first created, and then *never changes*. This allows + // unambiguous detection of one package being an updated version of + // another. + // + // When forking a Zig project, this id should be regenerated (delete the + // field and run `zig build`) if the upstream project is still maintained. + // Otherwise, the fork is *hostile*, attempting to take control over the + // original project's identity. Thus it is recommended to leave the comment + // on the following line intact, so that it shows up in code reviews that + // modify the field. + .fingerprint = 0x5576c549acfcf6f2, + + // Tracks the earliest Zig version that the package considers to be a + // supported use case. + .minimum_zig_version = "0.15.2", + + // This field is optional. + // Each dependency must either provide a `url` and `hash`, or a `path`. + // `zig build --fetch` can be used to fetch all dependencies of a package, recursively. + // Once all dependencies are fetched, `zig build` no longer requires + // internet connectivity. + .dependencies = .{ + // See `zig fetch --save ` for a command-line interface for adding dependencies. + //.example = .{ + // // When updating this field to a new URL, be sure to delete the corresponding + // // `hash`, otherwise you are communicating that you expect to find the old hash at + // // the new URL. If the contents of a URL change this will result in a hash mismatch + // // which will prevent zig from using it. + // .url = "https://example.com/foo.tar.gz", + // + // // This is computed from the file contents of the directory of files that is + // // obtained after fetching `url` and applying the inclusion rules given by + // // `paths`. + // // + // // This field is the source of truth; packages do not come from a `url`; they + // // come from a `hash`. `url` is just one of many possible mirrors for how to + // // obtain a package matching this `hash`. + // // + // // Uses the [multihash](https://multiformats.io/multihash/) format. + // .hash = "...", + // + // // When this is provided, the package is found in a directory relative to the + // // build root. In this case the package's hash is irrelevant and therefore not + // // computed. This field and `url` are mutually exclusive. + // .path = "foo", + // + // // When this is set to `true`, a package is declared to be lazily + // // fetched. This makes the dependency only get fetched if it is + // // actually used. + // .lazy = false, + //}, + }, + + // Specifies the set of files and directories that are included in this package. + // Only files and directories listed here are included in the `hash` that + // is computed for this package. Only files listed here will remain on disk + // when using the zig package manager. As a rule of thumb, one should list + // files required for compilation plus any license(s). + // Paths are relative to the build root. Use the empty string (`""`) to refer to + // the build root itself. + // A directory listed here means that all files within, recursively, are included. + .paths = .{ + "build.zig", + "build.zig.zon", + "src", + "libs", + }, +} From 22a2da75a9fbe1e8327b4871566b1f6647c33eee Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 11:08:17 +0300 Subject: [PATCH 6/8] render: implement dynamic box sizing & line count calculation in `render_message` Signed-off-by: NotAShelf Change-Id: Ibb30f7ff6fbff55f253397619e2208c76a6a6964 --- src/render.c | 72 ++++++++++++++++++++++++++++++++++++++++++++-------- 1 file changed, 62 insertions(+), 10 deletions(-) diff --git a/src/render.c b/src/render.c index 624ba1b..97be181 100644 --- a/src/render.c +++ b/src/render.c @@ -450,18 +450,70 @@ void render_message(const char *message) { if (message == NULL) return; - int msg_len = strlen(message); - float msg_ratio = 13.5; + const int font_size = 20; + const int line_height = font_size + 4; + const int padding_x = 20; + const int padding_y = 15; + const int max_box_width = (int)(SCREEN_WIDTH * 0.75f); + const int max_line_width = max_box_width - (padding_x * 2); - // Draw message box - // TODO: Separate out the calculation of the x/y and width/height so that if a message takes up more than, say, - // 75% of the screen width, we add a line break and increase the height. That would then require calculating the - // width based on the longest line. - Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2.0f - ((msg_ratio / 2.03f) * msg_len)), - (float)(SCREEN_HEIGHT / 2.0f - 30.0f), msg_ratio * msg_len, 60}; + // Calculate line breaks by iterating through message + int line_count = 1; + int current_line_width = 0; + int longest_line_width = 0; + + const char *msg_ptr = message; + while (*msg_ptr && line_count <= 10) { + // Estimate character width (average ~10px for 20pt font) + int char_width = 10; + current_line_width += char_width; + + if (current_line_width > max_line_width && *msg_ptr == ' ') { + if (current_line_width > longest_line_width) + longest_line_width = current_line_width; + line_count++; + current_line_width = 0; + } + msg_ptr++; + } + + if (current_line_width > longest_line_width) + longest_line_width = current_line_width; + + // Measure full message + int total_msg_width = MeasureText(message, font_size); + int box_width = total_msg_width + (padding_x * 2); + + // If message is too long, use wrapped width + if (box_width > max_box_width) { + box_width = max_box_width; + } + + // Ensure minimum width + if (box_width < 200) + box_width = 200; + + // Calculate box height based on line count + int box_height = (line_count * line_height) + (padding_y * 2); + + // Center the box + float box_x = (SCREEN_WIDTH - box_width) / 2.0f; + float box_y = (SCREEN_HEIGHT - box_height) / 2.0f; + + // Draw message box background + Rectangle msg_bg = {box_x, box_y, (float)box_width, (float)box_height}; DrawRectangleRec(msg_bg, (Color){45, 45, 45, 235}); DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255}); - int msg_width = MeasureText(message, 20); - DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE); + // Draw text centered + int text_x = (SCREEN_WIDTH - total_msg_width) / 2; + int text_y = (SCREEN_HEIGHT - font_size) / 2; + + // For wrapped text, draw at box center with padding + if (line_count > 1) { + text_x = (int)box_x + padding_x; + text_y = (int)box_y + padding_y; + } + + DrawText(message, text_x, text_y, font_size, WHITE); } From ea8306060bc8379e1ed909914b51dc37d5a2977e Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 12:03:44 +0300 Subject: [PATCH 7/8] render: revert redundant ternary expression Signed-off-by: NotAShelf Change-Id: Ica6dc2015e573cc71b1882e69fef351e6a6a6964 --- src/render.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/render.c b/src/render.c index 97be181..0c27419 100644 --- a/src/render.c +++ b/src/render.c @@ -359,7 +359,7 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i // Title const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; - int title_font_size = is_victory ? 60 : 60; + 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); From 1a6b71fd033d8a77dab4a4368c05a2825ebcadb8 Mon Sep 17 00:00:00 2001 From: NotAShelf Date: Wed, 8 Apr 2026 12:04:46 +0300 Subject: [PATCH 8/8] render: sectioned new HUD layout with portrait; polish action log panel Signed-off-by: NotAShelf Change-Id: I8a46ddecadd45712c9bef32d061783896a6a6964 --- src/render.c | 204 +++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 156 insertions(+), 48 deletions(-) diff --git a/src/render.c b/src/render.c index 0c27419..7a1f274 100644 --- a/src/render.c +++ b/src/render.c @@ -109,27 +109,58 @@ void render_items(const Item *items, int count) { } void render_ui(const Player *p) { - // UI background bar (taller for two rows) - Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60}; - DrawRectangleRec(ui_bg, (Color){15, 15, 15, 255}); + // HUD Panel + const int hud_y = MAP_HEIGHT * TILE_SIZE; + const int hud_height = 60; + const Color hud_bg = {25, 20, 15, 255}; // dark parchment + const Color hud_border = {139, 119, 89, 255}; // bronze/brown border + const Color text_dim = {160, 150, 140, 255}; // dimmed text + const Color text_bright = {240, 230, 220, 255}; // bright text - // Draw dividing line - DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, (Color){50, 50, 50, 255}); + // Main HUD background with border + Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; + DrawRectangleRec(ui_bg, hud_bg); + DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); + DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255}); + DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255}); - // HP Bar (row 1, left) - int bar_x = 10; - int bar_y = MAP_HEIGHT * TILE_SIZE + 10; - int bar_width = 140; - int bar_height = 18; + // Section dividers + int section1_end = 180; // after portrait + HP bar + int section2_end = 310; // after stats + int section3_end = 480; // after equipment - // Bar background - DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){30, 30, 30, 255}); + DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); - // Bar fill based on HP percentage + DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); + + int portrait_x = 8; + int portrait_y = hud_y + 8; + int portrait_size = 44; + + // FIXME: for now this is just a blue square indicating the player. Once we + // model the player, add classes, sprites, etc. this will need to be revisited. + DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255}); + DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); + DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); + + // HP Bar, to the right of portrait + int bar_x = portrait_x + portrait_size + 8; + int bar_y = hud_y + 20; + int bar_width = 100; + int bar_height = 16; + + // HP Label, above bar + DrawText("HP", bar_x, bar_y - 11, 9, text_dim); + + // HP Bar background + DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); + DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255}); + + // HP Bar fill float hp_percent = (float)p->hp / p->max_hp; int fill_width = (int)(bar_width * hp_percent); - - // Color gradient: green > yellow > red Color hp_color; if (hp_percent > 0.6f) { hp_color = (Color){60, 180, 60, 255}; @@ -138,16 +169,20 @@ void render_ui(const Player *p) { } else { hp_color = (Color){200, 60, 60, 255}; } - DrawRectangle(bar_x, bar_y, fill_width, bar_height, hp_color); - // HP text inside bar + if (fill_width > 0) { + DrawRectangle(bar_x + 1, bar_y + 1, fill_width - 2, bar_height - 2, hp_color); + } + + // 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, 14); - DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE); + int hp_text_w = MeasureText(hp_text, 10); + DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE); - // Status effect indicators next to HP bar - int effect_x = bar_x + bar_width + 5; + // Status effects + int effect_x = bar_x; + int effect_y = bar_y + bar_height + 5; for (int i = 0; i < p->effect_count && i < MAX_EFFECTS; i++) { Color eff_color; const char *eff_label = ""; @@ -178,52 +213,124 @@ 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, bar_y, 12, eff_color); - effect_x += 40; + DrawText(eff_text, effect_x, effect_y, 9, eff_color); + effect_x += 28; } } - // Stats row 1: Floor, ATK, DEF, Inv - int stats_x_start = (effect_x > bar_x + bar_width + 15) ? effect_x + 10 : bar_x + bar_width + 15; - int stats_y = bar_y; - DrawText("F1", stats_x_start, stats_y, 14, WHITE); - DrawText("ATK", stats_x_start + 35, stats_y, 14, YELLOW); - DrawText("DEF", stats_x_start + 85, stats_y, 14, BLUE); - DrawText("INV", stats_x_start + 130, stats_y, 14, GREEN); + int stats_x = section1_end + 15; + int stats_y = hud_y + 12; + int stat_spacing = 40; - // Row 2: equipment slots and controls - int row2_y = stats_y + 24; + // 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); - // Equipment (left side of row 2) + // 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); + + // 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); + + int equip_x = section2_end + 15; + int equip_y = hud_y + 8; + + // Weapon slot + DrawText("WEAPON", equip_x, equip_y, 9, text_dim); if (p->has_weapon) { - char weapon_text[64]; - snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d [%s]", item_get_name(&p->equipped_weapon), - p->equipped_weapon.power, dmg_class_get_short(p->equipped_weapon.dmg_class)); - DrawText(weapon_text, 10, row2_y, 12, YELLOW); + 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}); + } } else { - DrawText("Wpn:--- [IMP]", 10, row2_y, 12, (Color){60, 60, 60, 255}); + DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); } + // Armor slot + DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); if (p->has_armor) { - char armor_text[48]; - snprintf(armor_text, sizeof(armor_text), "Arm:%s +%d", item_get_name(&p->equipped_armor), p->equipped_armor.power); - DrawText(armor_text, 150, row2_y, 12, BLUE); + 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}); + } } else { - DrawText("Arm:---", 150, row2_y, 12, (Color){60, 60, 60, 255}); + DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); } - // Controls hint (right side) - DrawText("[G] Pickup [I] Inventory [E] Equip [D] Drop", 350, row2_y, 12, (Color){70, 70, 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}); + + // 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); } void render_action_log(const char log[5][128], int count, int head) { - int log_x = 10; - int log_y = MAP_HEIGHT * TILE_SIZE - 75; + // Roguelike scroll/log panel styling + const int log_width = 250; + const int log_height = 90; + const int log_x = 2; + const int log_y = MAP_HEIGHT * TILE_SIZE - log_height - 5; + + const Color log_bg = {15, 12, 10, 230}; // dark parchment + const Color log_border = {100, 85, 65, 255}; // bronze border + const Color log_border_dark = {60, 50, 40, 255}; // shadow + + // Background panel with border + Rectangle log_rect = {(float)log_x, (float)log_y, (float)log_width, (float)log_height}; + DrawRectangleRec(log_rect, log_bg); + DrawRectangleLines(log_x, log_y, log_width, log_height, log_border); + + // Inner shadow line + DrawLine(log_x + 1, log_y + log_height - 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark); + DrawLine(log_x + log_width - 1, log_y + 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark); + + // 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}); + + // Separator line under title + DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); + + // Log entries + int text_x = log_x + 8; + int text_start_y = log_y + 28; + int line_height = 12; for (int i = 0; i < count && i < 5; i++) { int idx = (head - count + i + 5) % 5; if (log[idx][0] != '\0') { - DrawText(log[idx], log_x, log_y + i * 14, 12, (Color){140, 140, 140, 255}); + // Fade older messages + int age = count - i - 1; + Color text_color; + if (age == 0) { + text_color = (Color){220, 210, 200, 255}; // newest: bright + } else if (age == 1) { + text_color = (Color){180, 170, 160, 255}; // recent + } else if (age == 2) { + text_color = (Color){150, 140, 130, 230}; // older + } else { + text_color = (Color){120, 110, 100, 200}; // oldest: dim + } + DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); } } } @@ -336,7 +443,8 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak if (texts[i].label[0] != '\0') { // Label text (DODGE, BLOCK, CRIT!, proc name, SLAIN) - int font_size = (texts[i].label[0] == 'C') ? 16 : 14; // CRIT! slightly larger + // Check for "CRIT!" specifically rather than just 'C' prefix + int font_size = (strcmp(texts[i].label, "CRIT!") == 0) ? 16 : 14; Color color = label_color(&texts[i], a); int text_w = MeasureText(texts[i].label, font_size); DrawText(texts[i].label, x - text_w / 2, y, font_size, color);