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:
parent
9cbbb9636f
commit
a89d3684ef
3 changed files with 218 additions and 84 deletions
111
src/main.c
111
src/main.c
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@ -10,8 +10,51 @@
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#include "rng.h"
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#include "settings.h"
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#include <stddef.h>
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#include <stdio.h>
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#include <string.h>
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// Add message to action log
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static void add_log(GameState *gs, const char *msg) {
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strncpy(gs->action_log[gs->log_head], msg, 127);
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gs->action_log[gs->log_head][127] = '\0';
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gs->log_head = (gs->log_head + 1) % 5;
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if (gs->log_count < 5) {
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gs->log_count++;
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}
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}
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// spawn floating damage text
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static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
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if (gs->floating_count < 8) {
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gs->floating_texts[gs->floating_count].x = x;
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gs->floating_texts[gs->floating_count].y = y;
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gs->floating_texts[gs->floating_count].value = value;
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gs->floating_texts[gs->floating_count].lifetime = 60;
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gs->floating_texts[gs->floating_count].is_critical = is_critical;
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gs->floating_count++;
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}
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}
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// update floating texts and screen shake
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static void update_effects(GameState *gs) {
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// update floating texts
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for (int i = 0; i < 8; i++) {
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if (gs->floating_texts[i].lifetime > 0) {
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gs->floating_texts[i].lifetime--;
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}
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}
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// update screen shake
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if (gs->screen_shake > 0) {
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gs->screen_shake--;
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gs->shake_x = rng_int(-4, 4);
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gs->shake_y = rng_int(-4, 4);
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} else {
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gs->shake_x = 0;
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gs->shake_y = 0;
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}
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}
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// Initialize a new floor
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static void init_floor(GameState *gs, int floor_num) {
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// Generate dungeon
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@ -108,11 +151,11 @@ static int handle_input(GameState *gs) {
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if (player_equip_item(&gs->player, gs->inv_selected)) {
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gs->last_message = "Item equipped!";
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gs->message_timer = 60;
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// Adjust selection if needed
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add_log(gs, "Equipped item");
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if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
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gs->inv_selected--;
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}
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return 1; // Consume turn
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return 1;
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} else {
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gs->last_message = "Cannot equip that!";
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gs->message_timer = 60;
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@ -129,8 +172,9 @@ static int handle_input(GameState *gs) {
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player_remove_inventory_item(&gs->player, gs->inv_selected);
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gs->last_message = "Used potion!";
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gs->message_timer = 60;
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add_log(gs, "Used potion");
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gs->show_inventory = 0;
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return 1; // Consume turn
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return 1;
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} else {
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gs->last_message = "Equip weapons/armor with E!";
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gs->message_timer = 60;
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@ -139,6 +183,29 @@ static int handle_input(GameState *gs) {
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}
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}
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// D to drop selected item
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if (IsKeyPressed(KEY_D)) {
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if (gs->player.inventory_count > 0) {
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Item *item = player_get_inventory_item(&gs->player, gs->inv_selected);
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if (item != NULL) {
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char drop_msg[64];
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snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item));
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if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) {
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add_log(gs, drop_msg);
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gs->last_message = "Item dropped!";
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gs->message_timer = 60;
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if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) {
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gs->inv_selected--;
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}
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return 1;
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} else {
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gs->last_message = "Cannot drop!";
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gs->message_timer = 60;
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}
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}
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}
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}
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return 0;
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}
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@ -151,6 +218,7 @@ static int handle_input(GameState *gs) {
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init_floor(gs, gs->player.floor + 1);
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gs->last_message = "Descended to next floor!";
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gs->message_timer = 60;
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add_log(gs, "Descended stairs");
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gs->awaiting_descend = 0;
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return 1;
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} else {
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@ -166,14 +234,14 @@ static int handle_input(GameState *gs) {
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gs->message_timer = 60;
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return 1;
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}
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return 0; // Waiting for Y/N
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return 0;
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}
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// Check for inventory toggle (I key)
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if (IsKeyPressed(KEY_I) && !gs->game_over) {
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gs->show_inventory = 1;
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gs->inv_selected = 0;
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return 0; // Don't consume turn
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return 0; // don't consume turn
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}
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// Check for manual item pickup (G key)
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@ -181,10 +249,13 @@ static int handle_input(GameState *gs) {
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
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if (item != NULL) {
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if (player_pickup(&gs->player, item)) {
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char pickup_msg[64];
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snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item));
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add_log(gs, pickup_msg);
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gs->last_message = "Picked up item!";
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gs->message_timer = 60;
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audio_play_item_pickup();
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return 1; // Consume a turn
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return 1;
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} else {
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gs->last_message = "Inventory full!";
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gs->message_timer = 60;
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@ -235,12 +306,14 @@ static int handle_input(GameState *gs) {
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return 1;
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}
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// Check if killed enemy
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if (combat_get_last_message() != NULL && !combat_was_player_damage()) {
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// Check if enemy died
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// combat feedback - player attacked enemy
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if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
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// find the enemy we attacked
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for (int i = 0; i < gs->enemy_count; i++) {
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if (!gs->enemies[i].alive) {
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audio_play_enemy_death();
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if (!gs->enemies[i].alive && combat_get_last_damage() > 0) {
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spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE,
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combat_get_last_damage(), combat_was_critical());
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break;
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}
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}
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}
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@ -251,6 +324,9 @@ static int handle_input(GameState *gs) {
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// Check if player took damage
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if (combat_was_player_damage() && combat_get_last_damage() > 0) {
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audio_play_player_damage();
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gs->screen_shake = 8;
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
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combat_was_critical());
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}
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// Set message
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@ -301,17 +377,28 @@ static void game_loop(void) {
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if (gs.message_timer > 0)
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gs.message_timer--;
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// Update effects
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update_effects(&gs);
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// Render
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw game elements
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// Draw game elements (with screen shake offset)
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if (gs.screen_shake > 0) {
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// Apply shake offset to drawing
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}
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render_map(&gs.map);
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render_items(gs.items, gs.item_count);
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render_enemies(gs.enemies, gs.enemy_count);
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render_player(&gs.player);
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render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
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render_ui(&gs.player);
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// Draw action log
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render_action_log(gs.action_log, gs.log_count, gs.log_head);
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// Draw inventory overlay if active
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if (gs.show_inventory) {
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render_inventory_overlay(&gs.player, gs.inv_selected);
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185
src/render.c
185
src/render.c
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@ -100,136 +100,177 @@ void render_items(const Item *items, int count) {
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}
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void render_ui(const Player *p) {
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// UI background bar at bottom of screen
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// UI background bar (taller for two rows)
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Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60};
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DrawRectangleRec(ui_bg, (Color){30, 30, 30, 255});
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DrawRectangleRec(ui_bg, (Color){15, 15, 15, 255});
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// Draw dividing line
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DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, GRAY);
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DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, (Color){50, 50, 50, 255});
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// Player hp
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// HP Bar (row 1, left)
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int bar_x = 10;
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int bar_y = MAP_HEIGHT * TILE_SIZE + 10;
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int bar_width = 140;
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int bar_height = 18;
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// Bar background
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DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){30, 30, 30, 255});
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// Bar fill based on HP percentage
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float hp_percent = (float)p->hp / p->max_hp;
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int fill_width = (int)(bar_width * hp_percent);
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// Color gradient: green > yellow > red
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Color hp_color;
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if (hp_percent > 0.6f) {
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hp_color = (Color){60, 180, 60, 255};
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} else if (hp_percent > 0.3f) {
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hp_color = (Color){200, 180, 40, 255};
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} else {
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hp_color = (Color){200, 60, 60, 255};
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}
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DrawRectangle(bar_x, bar_y, fill_width, bar_height, hp_color);
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// HP text inside bar
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char hp_text[32];
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snprintf(hp_text, sizeof(hp_text), "HP: %d/%d", p->hp, p->max_hp);
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DrawText(hp_text, 10, MAP_HEIGHT * TILE_SIZE + 10, 20, RED);
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snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
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int hp_text_w = MeasureText(hp_text, 14);
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DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE);
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// Player attack
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char atk_text[32];
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snprintf(atk_text, sizeof(atk_text), "ATK: %d", p->attack);
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DrawText(atk_text, 120, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW);
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// Stats row 1: Floor, ATK, DEF, Inv
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int stats_y = bar_y;
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DrawText("F1", bar_x + bar_width + 15, stats_y, 14, WHITE);
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DrawText("ATK", bar_x + bar_width + 50, stats_y, 14, YELLOW);
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DrawText("DEF", bar_x + bar_width + 100, stats_y, 14, BLUE);
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DrawText("INV", bar_x + bar_width + 145, stats_y, 14, GREEN);
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// Floor number
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char floor_text[32];
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snprintf(floor_text, sizeof(floor_text), "Floor: %d", p->floor);
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DrawText(floor_text, 220, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE);
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// Row 2: equipment slots and controls
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int row2_y = stats_y + 24;
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// Defense stat
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char def_text[32];
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snprintf(def_text, sizeof(def_text), "DEF: %d", p->defense);
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DrawText(def_text, 340, MAP_HEIGHT * TILE_SIZE + 10, 20, BLUE);
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// Inventory count
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char inv_text[32];
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snprintf(inv_text, sizeof(inv_text), "Inv: %d/%d", p->inventory_count, MAX_INVENTORY);
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DrawText(inv_text, 440, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
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// Equipment display - second row
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int eq_y = MAP_HEIGHT * TILE_SIZE + 10;
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// Weapon slot
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// Equipment (left side of row 2)
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if (p->has_weapon) {
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char weapon_text[48];
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snprintf(weapon_text, sizeof(weapon_text), "Wpn:[%s +%d]", item_get_name(&p->equipped_weapon),
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snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d", item_get_name(&p->equipped_weapon),
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p->equipped_weapon.power);
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DrawText(weapon_text, 10, eq_y + 25, 14, YELLOW);
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DrawText(weapon_text, 10, row2_y, 12, YELLOW);
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} else {
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DrawText("Wpn:---", 10, eq_y + 25, 14, DARKGRAY);
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DrawText("Wpn:---", 10, row2_y, 12, (Color){60, 60, 60, 255});
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}
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// Armor slot
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if (p->has_armor) {
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char armor_text[48];
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snprintf(armor_text, sizeof(armor_text), "Arm:[%s +%d]", item_get_name(&p->equipped_armor),
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p->equipped_armor.power);
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DrawText(armor_text, 170, eq_y + 25, 14, BLUE);
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snprintf(armor_text, sizeof(armor_text), "Arm:%s +%d", item_get_name(&p->equipped_armor), p->equipped_armor.power);
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DrawText(armor_text, 150, row2_y, 12, BLUE);
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} else {
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DrawText("Arm:---", 170, eq_y + 25, 14, DARKGRAY);
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DrawText("Arm:---", 150, row2_y, 12, (Color){60, 60, 60, 255});
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}
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// Controls hint
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DrawText("WASD:Move G:Pickup I:Inventory U:Use E:Equip Q:Quit", 330, eq_y + 25, 12, GRAY);
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// Controls hint (right side)
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DrawText("[G] Pickup [I] Inventory [E] Equip [D] Drop", 350, row2_y, 12, (Color){70, 70, 70, 255});
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}
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void render_action_log(const char log[5][128], int count, int head) {
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int log_x = 10;
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int log_y = MAP_HEIGHT * TILE_SIZE - 75;
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for (int i = 0; i < count && i < 5; i++) {
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int idx = (head - count + i + 5) % 5;
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if (log[idx][0] != '\0') {
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DrawText(log[idx], log_x, log_y + i * 14, 12, (Color){140, 140, 140, 255});
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}
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}
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}
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void render_inventory_overlay(const Player *p, int selected) {
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// Semi-transparent overlay
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Rectangle overlay = {(float)(SCREEN_WIDTH / 2 - 200), 80, 400, 320};
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DrawRectangleRec(overlay, (Color){20, 20, 20, 240});
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DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, GOLD);
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// Overlay dimensions
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int ov_width = 360;
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int ov_height = 300;
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Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60,
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(float)ov_width, (float)ov_height};
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DrawRectangleRec(overlay, (Color){12, 12, 12, 252});
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DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, (Color){70, 70, 70, 255});
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// Title
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const char *title = "INVENTORY";
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int title_w = MeasureText(title, 20);
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DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 15, 20, GOLD);
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// Column headers
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DrawText("# Item", overlay.x + 20, overlay.y + 50, 14, GRAY);
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DrawText("Type", overlay.x + 130, overlay.y + 50, 14, GRAY);
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DrawText("Power", overlay.x + 210, overlay.y + 50, 14, GRAY);
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DrawText("Action", overlay.x + 280, overlay.y + 50, 14, GRAY);
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int title_w = MeasureText(title, 24);
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DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE);
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// Draw each inventory slot
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char slot_text[64];
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int row_height = 26;
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int start_y = overlay.y + 50;
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for (int i = 0; i < MAX_INVENTORY; i++) {
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int y_pos = overlay.y + 75 + (i * 22);
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int y_pos = start_y + (i * row_height);
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if (i < p->inventory_count && !p->inventory[i].picked_up) {
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// Occupied slot
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const Item *item = &p->inventory[i];
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// Highlight selected
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// Selection highlight
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if (i == selected) {
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DrawRectangle((int)overlay.x + 10, y_pos - 2, (int)overlay.width - 20, 20, (Color){60, 60, 60, 255});
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DrawRectangle((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255});
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DrawRectangleLines((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2,
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(Color){180, 160, 80, 255});
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}
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// Slot number
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snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
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DrawText(slot_text, overlay.x + 20, y_pos, 14, WHITE);
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DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255});
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// Item name
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const char *name = item_get_name(item);
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DrawText(name, overlay.x + 50, y_pos, 14, WHITE);
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// Type
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const char *type = (item->type == ITEM_POTION) ? "Potion" : (item->type == ITEM_WEAPON) ? "Weapon" : "Armor";
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Color type_color = (item->type == ITEM_POTION) ? PINK : (item->type == ITEM_WEAPON) ? YELLOW : BLUE;
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DrawText(type, overlay.x + 130, y_pos, 14, type_color);
|
||||
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);
|
||||
|
||||
// Power
|
||||
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
|
||||
DrawText(slot_text, overlay.x + 210, y_pos, 14, YELLOW);
|
||||
DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW);
|
||||
|
||||
// Action hint
|
||||
// Action
|
||||
if (item->type == ITEM_POTION) {
|
||||
DrawText("[U]se", overlay.x + 280, y_pos, 14, GREEN);
|
||||
DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN);
|
||||
} else {
|
||||
DrawText("[E]quip", overlay.x + 280, y_pos, 14, GOLD);
|
||||
DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD);
|
||||
}
|
||||
} else {
|
||||
// Empty slot
|
||||
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
|
||||
DrawText(slot_text, overlay.x + 20, y_pos, 14, (Color){60, 60, 60, 255});
|
||||
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255});
|
||||
}
|
||||
}
|
||||
|
||||
// Instructions
|
||||
const char *hint = "WASD: Select | ENTER/U: Use | E: Equip | ESC: Close";
|
||||
// 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 + 290, 12, GRAY);
|
||||
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12,
|
||||
(Color){65, 65, 65, 255});
|
||||
}
|
||||
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) {
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (texts[i].lifetime <= 0)
|
||||
continue;
|
||||
|
||||
int x = texts[i].x + shake_x;
|
||||
int y = texts[i].y + shake_y - (60 - texts[i].lifetime); // rise over time
|
||||
|
||||
float alpha = (float)texts[i].lifetime / 60.0f;
|
||||
Color color =
|
||||
texts[i].is_critical ? (Color){255, 200, 50, (int)(255 * alpha)} : (Color){255, 100, 100, (int)(255 * alpha)};
|
||||
|
||||
char text[16];
|
||||
snprintf(text, sizeof(text), "%d", texts[i].value);
|
||||
int text_w = MeasureText(text, 18);
|
||||
DrawText(text, x - text_w / 2, y, 18, color);
|
||||
}
|
||||
}
|
||||
|
||||
void render_game_over(void) {
|
||||
// Semi-transparent overlay
|
||||
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
|
||||
DrawRectangleRec(overlay, (Color){0, 0, 0, 200});
|
||||
DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
|
||||
|
||||
// Game over text
|
||||
const char *title = "GAME OVER";
|
||||
|
|
@ -247,8 +288,8 @@ void render_message(const char *message) {
|
|||
|
||||
// Draw message box
|
||||
Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2 - 150), (float)(SCREEN_HEIGHT / 2 - 30), 300, 60};
|
||||
DrawRectangleRec(msg_bg, (Color){50, 50, 50, 230});
|
||||
DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, WHITE);
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -18,9 +18,15 @@ void render_items(const Item *items, int count);
|
|||
// Render UI overlay
|
||||
void render_ui(const Player *p);
|
||||
|
||||
// Render action log (bottom left corner)
|
||||
void render_action_log(const char log[5][128], int count, int head);
|
||||
|
||||
// Render inventory selection overlay
|
||||
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);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue