font: extensive tweaks, looks much better

This commit is contained in:
A.M. Rowsell 2026-04-09 23:59:13 -04:00
commit a53942249c
Signed by: amr
GPG key ID: E0879EDBDB0CA7B1
4 changed files with 37 additions and 21 deletions

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@ -508,7 +508,7 @@ static void game_loop(void) {
// sound // sound
load_audio_assets(&gs); load_audio_assets(&gs);
// font // 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 // Initialize first floor
rng_seed(12345); rng_seed(12345);
init_floor(&gs, 1); init_floor(&gs, 1);

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@ -153,7 +153,7 @@ void render_ui(const Player *p, Font *font) {
int bar_height = 16; int bar_height = 16;
// HP Label, above bar // 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 // HP Bar background
DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
@ -179,7 +179,8 @@ void render_ui(const Player *p, Font *font) {
char hp_text[32]; char hp_text[32];
snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
int hp_text_w = MeasureText(hp_text, 12); 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 // Status effects
int effect_x = bar_x; int effect_x = bar_x;
@ -214,7 +215,7 @@ void render_ui(const Player *p, Font *font) {
if (p->effects[i].duration > 0) { if (p->effects[i].duration > 0) {
char eff_text[16]; char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); 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; effect_x += 28;
} }
} }
@ -246,7 +247,7 @@ void render_ui(const Player *p, Font *font) {
int equip_y = hud_y + 8; int equip_y = hud_y + 8;
// Weapon slot // 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) { if (p->has_weapon) {
const char *weapon_name = item_get_name(&p->equipped_weapon); const char *weapon_name = item_get_name(&p->equipped_weapon);
if (weapon_name) { if (weapon_name) {
@ -260,7 +261,7 @@ void render_ui(const Player *p, Font *font) {
} }
// Armor slot // 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) { if (p->has_armor) {
const char *armor_name = item_get_name(&p->equipped_armor); const char *armor_name = item_get_name(&p->equipped_armor);
if (armor_name) { if (armor_name) {
@ -275,9 +276,9 @@ void render_ui(const Player *p, Font *font) {
int ctrl_x = section3_end + 20; int ctrl_x = section3_end + 20;
int ctrl_y = hud_y + 14; int ctrl_y = hud_y + 14;
DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, 11, DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT,
NORM_CHAR_SPACE, (Color){139, 119, 89, 255}); MED_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, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE,
(Color){139, 119, 89, 255}); (Color){139, 119, 89, 255});
// INV count in top-right corner of HUD // INV count in top-right corner of HUD
@ -309,7 +310,8 @@ void render_action_log(const char log[5][128], int count, int head, Font *font)
// Title bar // Title bar
DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); 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 // Separator line under title
DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark);
@ -342,7 +344,7 @@ 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) { void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Overlay dimensions // Overlay dimensions
int ov_width = 360; 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, Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60,
(float)ov_width, (float)ov_height}; (float)ov_width, (float)ov_height};
DrawRectangleRec(overlay, (Color){12, 12, 12, 252}); DrawRectangleRec(overlay, (Color){12, 12, 12, 252});
@ -351,13 +353,14 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Title // Title
const char *title = "INVENTORY"; const char *title = "INVENTORY";
int title_w = MeasureText(title, 24); int title_w = MeasureText(title, 24);
DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - title_w) / 2, overlay.y + 12}, 24, NORM_CHAR_SPACE, Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE);
WHITE); 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 // Draw each inventory slot
char slot_text[64]; char slot_text[64];
int row_height = 26; int row_height = 26;
int start_y = overlay.y + 50; int start_y = overlay.y + 40;
for (int i = 0; i < MAX_INVENTORY; i++) { for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = start_y + (i * row_height); int y_pos = start_y + (i * row_height);
@ -374,14 +377,15 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Slot number // Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); 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 // Item name
const char *name = item_get_name(item); const char *name = item_get_name(item);
if (name) { if (name) {
Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
: (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
: (Color){140, 140, 255, 255}; : (Color){140, 140, 255, 255};
DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color); DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color);
} }
// Power // Power
@ -397,15 +401,16 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
} else { } else {
// Empty slot // Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); 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 // Instructions at bottom
const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
int hint_w = MeasureText(hint, 12); Vector2 hint_w = MeasureTextEx(*font, hint, NORM_FONT, NAR_CHAR_SPACE);
DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22}, 12, DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2, overlay.y + overlay.height - 22},
NORM_CHAR_SPACE, (Color){65, 65, 65, 255}); NORM_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255});
} }
static Color label_color(FloatingText *ft, int alpha) { static Color label_color(FloatingText *ft, int alpha) {

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@ -10,7 +10,18 @@
// Font constants // Font constants
#define NORM_CHAR_SPACE 4.0f #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 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 // Game Limits
#define MAX_ENEMIES 64 #define MAX_ENEMIES 64