ui: add floating damage text and shake screen; streamline action log

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I7a85e496beaf78150c6c1f7ddbb343d96a6a6964
This commit is contained in:
raf 2026-04-03 16:32:32 +03:00
commit a89d3684ef
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
3 changed files with 218 additions and 84 deletions

View file

@ -10,8 +10,51 @@
#include "rng.h"
#include "settings.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
// Add message to action log
static void add_log(GameState *gs, const char *msg) {
strncpy(gs->action_log[gs->log_head], msg, 127);
gs->action_log[gs->log_head][127] = '\0';
gs->log_head = (gs->log_head + 1) % 5;
if (gs->log_count < 5) {
gs->log_count++;
}
}
// spawn floating damage text
static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
if (gs->floating_count < 8) {
gs->floating_texts[gs->floating_count].x = x;
gs->floating_texts[gs->floating_count].y = y;
gs->floating_texts[gs->floating_count].value = value;
gs->floating_texts[gs->floating_count].lifetime = 60;
gs->floating_texts[gs->floating_count].is_critical = is_critical;
gs->floating_count++;
}
}
// update floating texts and screen shake
static void update_effects(GameState *gs) {
// update floating texts
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime > 0) {
gs->floating_texts[i].lifetime--;
}
}
// update screen shake
if (gs->screen_shake > 0) {
gs->screen_shake--;
gs->shake_x = rng_int(-4, 4);
gs->shake_y = rng_int(-4, 4);
} else {
gs->shake_x = 0;
gs->shake_y = 0;
}
}
// Initialize a new floor
static void init_floor(GameState *gs, int floor_num) {
// Generate dungeon
@ -108,11 +151,11 @@ static int handle_input(GameState *gs) {
if (player_equip_item(&gs->player, gs->inv_selected)) {
gs->last_message = "Item equipped!";
gs->message_timer = 60;
// Adjust selection if needed
add_log(gs, "Equipped item");
if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
gs->inv_selected--;
}
return 1; // Consume turn
return 1;
} else {
gs->last_message = "Cannot equip that!";
gs->message_timer = 60;
@ -129,8 +172,9 @@ static int handle_input(GameState *gs) {
player_remove_inventory_item(&gs->player, gs->inv_selected);
gs->last_message = "Used potion!";
gs->message_timer = 60;
add_log(gs, "Used potion");
gs->show_inventory = 0;
return 1; // Consume turn
return 1;
} else {
gs->last_message = "Equip weapons/armor with E!";
gs->message_timer = 60;
@ -139,6 +183,29 @@ static int handle_input(GameState *gs) {
}
}
// D to drop selected item
if (IsKeyPressed(KEY_D)) {
if (gs->player.inventory_count > 0) {
Item *item = player_get_inventory_item(&gs->player, gs->inv_selected);
if (item != NULL) {
char drop_msg[64];
snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item));
if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) {
add_log(gs, drop_msg);
gs->last_message = "Item dropped!";
gs->message_timer = 60;
if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
gs->inv_selected--;
}
return 1;
} else {
gs->last_message = "Cannot drop!";
gs->message_timer = 60;
}
}
}
}
return 0;
}
@ -151,6 +218,7 @@ static int handle_input(GameState *gs) {
init_floor(gs, gs->player.floor + 1);
gs->last_message = "Descended to next floor!";
gs->message_timer = 60;
add_log(gs, "Descended stairs");
gs->awaiting_descend = 0;
return 1;
} else {
@ -166,14 +234,14 @@ static int handle_input(GameState *gs) {
gs->message_timer = 60;
return 1;
}
return 0; // Waiting for Y/N
return 0;
}
// Check for inventory toggle (I key)
if (IsKeyPressed(KEY_I) && !gs->game_over) {
gs->show_inventory = 1;
gs->inv_selected = 0;
return 0; // Don't consume turn
return 0; // don't consume turn
}
// Check for manual item pickup (G key)
@ -181,10 +249,13 @@ static int handle_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)) {
char pickup_msg[64];
snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item));
add_log(gs, pickup_msg);
gs->last_message = "Picked up item!";
gs->message_timer = 60;
audio_play_item_pickup();
return 1; // Consume a turn
return 1;
} else {
gs->last_message = "Inventory full!";
gs->message_timer = 60;
@ -235,12 +306,14 @@ static int handle_input(GameState *gs) {
return 1;
}
// Check if killed enemy
if (combat_get_last_message() != NULL && !combat_was_player_damage()) {
// Check if enemy died
// combat feedback - player attacked enemy
if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
// find the enemy we attacked
for (int i = 0; i < gs->enemy_count; i++) {
if (!gs->enemies[i].alive) {
audio_play_enemy_death();
if (!gs->enemies[i].alive && combat_get_last_damage() > 0) {
spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
combat_get_last_damage(), combat_was_critical());
break;
}
}
}
@ -251,6 +324,9 @@ static int handle_input(GameState *gs) {
// Check if player took damage
if (combat_was_player_damage() && combat_get_last_damage() > 0) {
audio_play_player_damage();
gs->screen_shake = 8;
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
combat_was_critical());
}
// Set message
@ -301,17 +377,28 @@ static void game_loop(void) {
if (gs.message_timer > 0)
gs.message_timer--;
// Update effects
update_effects(&gs);
// Render
BeginDrawing();
ClearBackground(BLACK);
// Draw game elements
// Draw game elements (with screen shake offset)
if (gs.screen_shake > 0) {
// Apply shake offset to drawing
}
render_map(&gs.map);
render_items(gs.items, gs.item_count);
render_enemies(gs.enemies, gs.enemy_count);
render_player(&gs.player);
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player);
// Draw action log
render_action_log(gs.action_log, gs.log_count, gs.log_head);
// Draw inventory overlay if active
if (gs.show_inventory) {
render_inventory_overlay(&gs.player, gs.inv_selected);