diff --git a/src/main.c b/src/main.c index 404eaa9..e9089a5 100644 --- a/src/main.c +++ b/src/main.c @@ -431,7 +431,6 @@ static int handle_movement_input(GameState *gs) { } } - Vec2 direction = {0, 0}; if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) direction.y = -1; @@ -448,7 +447,6 @@ static int handle_movement_input(GameState *gs) { // Reset combat event before player acts combat_reset_event(); - int new_x = gs->player.position.x + direction.x; int new_y = gs->player.position.y + direction.y; @@ -519,7 +517,7 @@ void load_audio_assets(GameState *gs) { } // Main game loop -static void game_loop(unsigned int run_seed) { +static void game_loop(unsigned int run_seed, FontManager *fm) { GameState gs; memset(&gs, 0, sizeof(GameState)); gs.run_seed = run_seed; @@ -527,7 +525,7 @@ static void game_loop(unsigned int run_seed) { // sound load_audio_assets(&gs); // font - Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0); + init_fonts(fm); // Initialize first floor init_floor(&gs, 1); @@ -553,6 +551,7 @@ static void game_loop(unsigned int run_seed) { gs.game_over = 0; gs.game_won = 0; load_audio_assets(&gs); + init_fonts(fm); init_floor(&gs, 1); // Update window title with new seed char title[128]; @@ -585,19 +584,19 @@ static void game_loop(unsigned int run_seed) { // Floating texts follow world shake render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); - render_ui(&gs.player, &fontTTF); + render_ui(&gs.player, fm); // Draw action log - render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF); + render_action_log(gs.action_log, gs.log_count, gs.log_head, fm); // Draw inventory overlay if active if (gs.show_inventory) { - render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF); + render_inventory_overlay(&gs.player, gs.inv_selected, fm); } // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { - render_message(gs.last_message, &fontTTF); + render_message(gs.last_message, fm); } // Draw persistent seed display in top right @@ -613,7 +612,7 @@ static void game_loop(unsigned int run_seed) { } 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.run_seed, &fontTTF); + gs.final_score, gs.run_seed, fm); } EndDrawing(); @@ -621,6 +620,9 @@ static void game_loop(unsigned int run_seed) { // small delay for key repeat control WaitTime(0.08); } + + // Cleanup + destroy_fonts(fm); } // Check if a string is a valid unsigned integer @@ -683,11 +685,13 @@ int main(int argc, char **argv) { SetTargetFPS(60); // Run game - game_loop(run_seed); + FontManager fm; + init_fonts(&fm); + game_loop(run_seed, &fm); // Cleanup CloseWindow(); audio_close(); return 0; -} +} \ No newline at end of file diff --git a/src/render.c b/src/render.c index 6a5882a..4dfb602 100644 --- a/src/render.c +++ b/src/render.c @@ -5,6 +5,64 @@ #include #include +Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path) { + if (path == NULL) + goto try_fallback; + + Font f = LoadFontEx(path, font_size, NULL, 0); + if (f.texture.id != 0) + return f; + +try_fallback: + if (fallback_path != NULL) { + Font fb = LoadFontEx(fallback_path, font_size, NULL, 0); + if (fb.texture.id != 0) + return fb; + } + Font none = {0}; + return none; +} + +int init_fonts(FontManager *fm) { + if (fm == NULL) + return 0; + + fm->title_font = + load_font_with_fallback("./assets/fonts/Royal_Decree_Bold.ttf", 36, "./assets/fonts/spartan_500.ttf"); + fm->hud_font = load_font_with_fallback("./assets/fonts/Tomorrow_Night.ttf", 36, "./assets/fonts/spartan_500.ttf"); + fm->body_font = load_font_with_fallback("./assets/fonts/spartan_500.ttf", 36, NULL); + fm->inv_font = load_font_with_fallback("./assets/fonts/Royal_Decree.ttf", 36, "./assets/fonts/spartan_500.ttf"); + + return fm->title_font.texture.id != 0 && fm->hud_font.texture.id != 0 && fm->body_font.texture.id != 0 && + fm->inv_font.texture.id != 0; +} + +void destroy_fonts(FontManager *fm) { + if (fm == NULL) + return; + if (fm->title_font.texture.id != 0) + UnloadFont(fm->title_font); + if (fm->hud_font.texture.id != 0) + UnloadFont(fm->hud_font); + if (fm->body_font.texture.id != 0) + UnloadFont(fm->body_font); + if (fm->inv_font.texture.id != 0) + UnloadFont(fm->inv_font); + memset(fm, 0, sizeof(FontManager)); +} + +static void draw_text_hud(Font f, const char *text, float x, float y, int size, float spacing, Color c) { + if (f.texture.id == 0) + return; + DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c); +} + +static void draw_text_body(Font f, const char *text, float x, float y, int size, float spacing, Color c) { + if (f.texture.id == 0) + return; + DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c); +} + void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { @@ -31,9 +89,9 @@ void render_map(const Map *map) { case TILE_STAIRS: DrawRectangleRec(rect, stairs_color); if (visible) - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, NORM_FONT, WHITE); else - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, NORM_FONT, (Color){60, 60, 65, 255}); break; } } @@ -124,7 +182,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_ } } -void render_ui(const Player *p, Font *font) { +void render_ui(const Player *p, const FontManager *fm) { // HUD Panel const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_height = 60; @@ -145,10 +203,10 @@ void render_ui(const Player *p, Font *font) { int section2_end = 310; // after stats int section3_end = 480; // after equipment - DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, + (Color){60, 55, 50, 255}); // after portrait + HP bar DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); - - DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); // after stats DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); int portrait_x = 8; @@ -169,7 +227,7 @@ void render_ui(const Player *p, Font *font) { // HP Label, above bar // Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE); - DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, "HP", (float)bar_x, (float)bar_y - 17, BIG_FONT, NAR_CHAR_SPACE, text_dim); // HP Bar background DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); @@ -194,9 +252,9 @@ void render_ui(const Player *p, Font *font) { // 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, 12); - DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT, - SMALL_CHAR_SPACE, WHITE); + int hp_text_w = MeasureText(hp_text, MEDIUM_FONT); + draw_text_hud(fm->hud_font, hp_text, (float)bar_x + (bar_width - hp_text_w) / 2.0f, (float)bar_y + 2, MEDIUM_FONT, + SMALL_CHAR_SPACE, WHITE); // Status effects int effect_x = bar_x; @@ -231,7 +289,7 @@ 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}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); + draw_text_hud(fm->hud_font, eff_text, (float)effect_x, (float)effect_y, SMALL_FONT, NAR_CHAR_SPACE, eff_color); effect_x += 28; } } @@ -243,68 +301,76 @@ 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_CHAR_SPACE, text_bright); - DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, floor_text, (float)stats_x, (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, text_bright); + draw_text_hud(fm->hud_font, "Floor", (float)stats_x, (float)stats_y + 16, NORM_FONT, 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_CHAR_SPACE, YELLOW); - DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, atk_text, (float)(stats_x + stat_spacing), (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, + YELLOW); + draw_text_hud(fm->hud_font, "ATK", (float)(stats_x + stat_spacing), (float)stats_y + 16, NORM_FONT, 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_CHAR_SPACE, - (Color){100, 150, 255, 255}); - DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, def_text, (float)(stats_x + stat_spacing * 2), (float)stats_y, LARGE_FONT, + NORM_CHAR_SPACE, (Color){100, 150, 255, 255}); + draw_text_hud(fm->hud_font, "DEF", (float)(stats_x + stat_spacing * 2), (float)stats_y + 16, NORM_FONT, + 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}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, "WEAPON", (float)equip_x, (float)equip_y, MEDIUM_FONT, 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)); - DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); + draw_text_hud(fm->hud_font, weapon_text, (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE, + (Color){255, 220, 100, 255}); } } else { - DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + draw_text_hud(fm->hud_font, "None [IMP]", (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE, + (Color){80, 75, 70, 255}); } // Armor slot - DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, "ARMOR", (float)equip_x, (float)equip_y + 26, MEDIUM_FONT, 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); - DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); + draw_text_hud(fm->hud_font, armor_text, (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE, + (Color){100, 150, 255, 255}); } } else { - DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + draw_text_hud(fm->hud_font, "None", (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE, + (Color){80, 75, 70, 255}); } int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; - DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT, - MED_CHAR_SPACE, (Color){139, 119, 89, 255}); - DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE, - (Color){139, 119, 89, 255}); + draw_text_hud(fm->hud_font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (float)ctrl_x, (float)ctrl_y, + MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255}); + draw_text_hud(fm->hud_font, "[E] Equip [D] Drop [Q] Quit", (float)ctrl_x, (float)ctrl_y + 16, MEDIUM_FONT, + MED_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); - DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN); + int inv_width = MeasureText(inv_text, SMALL_FONT); + draw_text_hud(fm->hud_font, inv_text, (float)SCREEN_WIDTH - inv_width - 10, (float)hud_y + 5, SMALL_FONT, + NAR_CHAR_SPACE, GREEN); } -void render_action_log(const char log[5][128], int count, int head, Font *font) { +void render_action_log(const char log[5][128], int count, int head, const FontManager *fm) { // Roguelike scroll/log panel styling const int log_width = 250; const int log_height = 90; @@ -326,8 +392,8 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) // Title bar 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}, MEDIUM_FONT, NAR_CHAR_SPACE, - (Color){180, 160, 130, 255}); + draw_text_hud(fm->hud_font, "MESSAGE LOG", (float)log_x + 8, (float)log_y + 6, MEDIUM_FONT, 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); @@ -352,13 +418,13 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) } else { text_color = (Color){120, 110, 100, 200}; // oldest: dim } - DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, NORM_FONT, SMALL_CHAR_SPACE, - text_color); + draw_text_hud(fm->hud_font, log[idx], (float)text_x, (float)text_start_y + i * line_height, NORM_FONT, + SMALL_CHAR_SPACE, text_color); } } } -void render_inventory_overlay(const Player *p, int selected, Font *font) { +void render_inventory_overlay(const Player *p, int selected, const FontManager *fm) { // Overlay dimensions int ov_width = 360; int ov_height = 320; @@ -370,14 +436,14 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Title const char *title = "INVENTORY"; // int title_w = MeasureText(title, 24); - Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE); - DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT, - NORM_CHAR_SPACE, WHITE); + Vector2 t_w = MeasureTextEx(fm->inv_font, title, HUGE_FONT, NORM_CHAR_SPACE); + draw_text_body(fm->inv_font, title, overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10, HUGE_FONT, + NORM_CHAR_SPACE, WHITE); // Draw each inventory slot char slot_text[64]; int row_height = 26; - int start_y = overlay.y + 40; + int start_y = (int)overlay.y + 40; for (int i = 0; i < MAX_INVENTORY; i++) { int y_pos = start_y + (i * row_height); @@ -394,8 +460,8 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Slot number snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, - (Color){80, 80, 80, 255}); + draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); @@ -403,31 +469,32 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { 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}; - DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, name_color); + draw_text_body(fm->inv_font, name, overlay.x + 45, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, name_color); } // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, YELLOW); + draw_text_body(fm->inv_font, slot_text, overlay.x + 150, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, YELLOW); // Action if (item->type == ITEM_POTION) { - DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GREEN); + draw_text_body(fm->inv_font, "[U]se", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, GREEN); } else { - DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GOLD); + draw_text_body(fm->inv_font, "[E]quip [D]rop", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, + GOLD); } } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, - (Color){40, 40, 40, 255}); + draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_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"; - Vector2 hint_w = MeasureTextEx(*font, hint, SMALL_FONT, NAR_CHAR_SPACE); - DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22}, - SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); + Vector2 hint_w = MeasureTextEx(fm->inv_font, hint, SMALL_FONT, NAR_CHAR_SPACE); + draw_text_body(fm->inv_font, hint, overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22, + SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); } static Color label_color(FloatingText *ft, int alpha) { @@ -508,122 +575,143 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a}; 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); + int text_w = MeasureText(text, FONT_SIZE_FLOAT_DMG); + DrawText(text, x - text_w / 2, y, FONT_SIZE_FLOAT_DMG, color); } } } +static void draw_stat_line(Font f, char *line_buf, size_t line_buf_size, const char *label, int value, int x, int y, + int font_size, int label_value_gap, Color label_color, Color value_color) { + draw_text_body(f, label, (float)x, (float)y, font_size, NORM_CHAR_SPACE, label_color); + Vector2 label_size = MeasureTextEx(f, label, (float)font_size, NORM_CHAR_SPACE); + snprintf(line_buf, line_buf_size, "%d", value); + draw_text_body(f, line_buf, (float)x + (int)label_size.x + label_value_gap, (float)y, font_size, NORM_CHAR_SPACE, + value_color); +} + 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, unsigned int seed, Font *font) { + int times_hit, int potions, int floors, int turns, int score, unsigned int seed, + const FontManager *fm) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); // Title const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; - int title_font_size = 60; + int title_font_size = HUGE_FONT; Color title_color = is_victory ? GOLD : RED; int title_width = MeasureText(title, title_font_size); - DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE, - title_color); + draw_text_body(fm->title_font, title, (float)(SCREEN_WIDTH - title_width) / 2.0f, 30.0f, title_font_size, + NORM_CHAR_SPACE, title_color); - // Stats box - int box_x = SCREEN_WIDTH / 2 - 200; - int box_y = 110; - int box_w = 400; - int box_h = 350; - 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; + int label_value_gap = 10; + int col_padding = 40; Color label_color = LIGHTGRAY; Color value_color = WHITE; - // Column 1 - DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", kills); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + // Stats box + const char *all_labels[] = {"Kills:", "Items:", "Damage Dealt:", "Damage Taken:", "Crits:", "Times Hit:", + "Potions:", "Floors:", "Turns:", "SCORE:", "SEED:"}; + float max_label_width = 0.0f; + for (size_t i = 0; i < sizeof(all_labels) / sizeof(all_labels[0]); i++) { + Vector2 sz = MeasureTextEx(fm->body_font, all_labels[i], (float)LARGE_FONT, NORM_CHAR_SPACE); + if (sz.x > max_label_width) + max_label_width = sz.x; + } + + // Estimate max value width (5 digits + padding) to accommodate large scores/damage + float max_value_width = MeasureTextEx(fm->body_font, "99999", (float)LARGE_FONT, NORM_CHAR_SPACE).x; + + // Stats content + float col_width = max_label_width + label_value_gap + max_value_width + col_padding; + int box_w = (int)(col_width * 2.0f) + 40; // two columns + margins + int box_h = 350; + int box_x = (SCREEN_WIDTH - box_w) / 2; + int box_y = 110; + + 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}); + + int col1_x = box_x + 20; + int col2_x = box_x + 20 + (int)col_width; // Column 2 + int row_y = box_y + 20; // Column 1 + + draw_stat_line(fm->body_font, line, sizeof(line), "Kills:", kills, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", items); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Items:", items, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", damage_dealt); - DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Damage Dealt:", damage_dealt, col1_x, row_y, LARGE_FONT, + label_value_gap, label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", damage_taken); - DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Damage Taken:", damage_taken, col1_x, row_y, LARGE_FONT, + label_value_gap, label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", crits); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Crits:", crits, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", times_hit); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Times Hit:", times_hit, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - // Column 2 int col2_row_y = box_y + 20; - DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", potions); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + + draw_stat_line(fm->body_font, line, sizeof(line), "Potions:", potions, col2_x, col2_row_y, LARGE_FONT, + label_value_gap, label_color, value_color); col2_row_y += line_height; - DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", floors); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Floors:", floors, col2_x, col2_row_y, LARGE_FONT, label_value_gap, + label_color, value_color); col2_row_y += line_height; - DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", turns); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Turns:", turns, col2_x, col2_row_y, LARGE_FONT, label_value_gap, + label_color, 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; - DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD); + draw_text_body(fm->body_font, "SCORE:", (float)col1_x, (float)row_y, BIG_FONT, NORM_CHAR_SPACE, GOLD); + Vector2 score_label_size = MeasureTextEx(fm->body_font, "SCORE:", (float)BIG_FONT, NORM_CHAR_SPACE); snprintf(line, sizeof(line), "%d", score); - DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD); + draw_text_body(fm->body_font, line, (float)col1_x + (int)score_label_size.x + label_value_gap, (float)row_y, BIG_FONT, + NORM_CHAR_SPACE, GOLD); row_y += 35; // Seed display - DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color); + draw_text_body(fm->body_font, "SEED:", (float)col1_x, (float)row_y, LARGE_FONT, SMALL_CHAR_SPACE, label_color); + Vector2 seed_label_size = MeasureTextEx(fm->body_font, "SEED:", (float)LARGE_FONT, SMALL_CHAR_SPACE); snprintf(line, sizeof(line), "%u", seed); - DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, SMALL_CHAR_SPACE, END_SEED); + draw_text_body(fm->body_font, line, (float)col1_x + (int)seed_label_size.x + label_value_gap, (float)row_y, + LARGE_FONT, SMALL_CHAR_SPACE, END_SEED); // Instructions if (is_victory) { const char *subtitle = "Press R to play again or Q to quit"; - int sub_width = MeasureText(subtitle, 20); - DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, - LIGHTGRAY); + int sub_width = MeasureText(subtitle, LARGE_FONT); + draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50, + LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY); } else { const char *subtitle = "Press R to restart or Q to quit"; - int sub_width = MeasureText(subtitle, 20); - DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, - LIGHTGRAY); + int sub_width = MeasureText(subtitle, LARGE_FONT); + draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50, + LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY); } } -void render_message(const char *message, Font *font) { +void render_message(const char *message, const FontManager *fm) { if (message == NULL) return; - const int font_size = 20; + const int font_size = NORM_FONT; const int line_height = font_size + 4; const int padding_x = 20; const int padding_y = 15; @@ -654,8 +742,8 @@ void render_message(const char *message, Font *font) { longest_line_width = current_line_width; // Measure full message - Vector2 total_msg_width = MeasureTextEx(*font, message, font_size, NORM_CHAR_SPACE); - int box_width = total_msg_width.x + (padding_x * 2); + Vector2 total_msg_width = MeasureTextEx(fm->body_font, message, font_size, NORM_CHAR_SPACE); + int box_width = (int)total_msg_width.x + (padding_x * 2); // If message is too long, use wrapped width if (box_width > max_box_width) { @@ -679,7 +767,7 @@ void render_message(const char *message, Font *font) { DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255}); // Draw text centered - int text_x = (SCREEN_WIDTH - total_msg_width.x) / 2; + int text_x = (SCREEN_WIDTH - (int)total_msg_width.x) / 2; int text_y = (SCREEN_HEIGHT - font_size) / 2; // For wrapped text, draw at box center with padding @@ -688,14 +776,14 @@ void render_message(const char *message, Font *font) { text_y = (int)box_y + padding_y; } - DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE); + draw_text_body(fm->body_font, message, (float)text_x, (float)text_y, font_size, NORM_CHAR_SPACE, WHITE); } void render_seed_display(unsigned int seed) { char seed_text[64]; snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed); - const int font_size = 14; + const int font_size = TINY_FONT; int text_width = MeasureText(seed_text, font_size); // Position at top right with padding diff --git a/src/render.h b/src/render.h index 3dd376a..d29b273 100644 --- a/src/render.h +++ b/src/render.h @@ -1,4 +1,3 @@ - #ifndef RENDER_H #define RENDER_H @@ -75,6 +74,31 @@ // FIXME: remove when player sprites are available #define PORTRAIT_BG (Color){30, 30, 45, 255} +// Font manager encapsulates all loaded fonts with role-based mapping +typedef struct { + Font title_font; // Royal_Decree_Bold.ttf -- end/title screens + Font hud_font; // Tomorrow_Night.ttf -- HUD and log panels + Font body_font; // spartan_500.ttf -- body text, floating labels + Font inv_font; // Royal_Decree.ttf -- inventory overlay +} FontManager; + +// Font role constants for paint_tile functions (Phase 3) +#define TILE_FONT_NONE 0 + +// Attempt to load a font from path; if the resulting texture is invalid (texture.id == 0), +// fall back to fallback_path. If fallback also fails, the returned Font will have +// texture.id == 0 and the caller must handle gracefully. +Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path); + +// Initialize a FontManager by loading all 4 available fonts with fallback chain. +// Returns 0 on complete failure (all fonts failed to load), non-zero on success +// (at least one font loaded). On partial failure, individual fields may be invalid +// (texture.id == 0); callers must check before using a given role font. +int init_fonts(FontManager *fm); + +// Unload all fonts held by a FontManager +void destroy_fonts(FontManager *fm); + // Render the map tiles void render_map(const Map *map); @@ -88,23 +112,24 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); // Render UI overlay -void render_ui(const Player *p, Font *font); +void render_ui(const Player *p, const FontManager *fm); // Render action log (bottom left corner) -void render_action_log(const char log[5][128], int count, int head, Font *font); +void render_action_log(const char log[5][128], int count, int head, const FontManager *fm); // Render inventory selection overlay -void render_inventory_overlay(const Player *p, int selected, Font *font); +void render_inventory_overlay(const Player *p, int selected, const FontManager *fm); // 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, unsigned int seed, Font *font); + int times_hit, int potions, int floors, int turns, int score, unsigned int seed, + const FontManager *fm); // Render a message popup -void render_message(const char *message, Font *font); +void render_message(const char *message, const FontManager *fm); // Render seed display at top right of screen void render_seed_display(unsigned int seed);