combat: nicer UI with floating labels, HP bar colors, world shake & audio

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I9e1720b112a0a5ceab64da56735f4fb36a6a6964
This commit is contained in:
raf 2026-04-05 22:35:07 +03:00
commit e14af1f9f0
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
2 changed files with 137 additions and 41 deletions

View file

@ -23,21 +23,20 @@ static void add_log(GameState *gs, const char *msg) {
}
}
// Reuse an expired float slot, or claim the next free one
static int float_slot(GameState *gs) {
if (gs->floating_count < 8)
return gs->floating_count++;
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime <= 0)
return i;
}
return -1;
}
// spawn floating damage text
static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) {
// Reuse an expired slot if all slots are taken
int slot = -1;
if (gs->floating_count < 8) {
slot = gs->floating_count;
gs->floating_count++;
} else {
for (int i = 0; i < 8; i++) {
if (gs->floating_texts[i].lifetime <= 0) {
slot = i;
break;
}
}
}
int slot = float_slot(gs);
if (slot < 0)
return;
gs->floating_texts[slot].x = x;
@ -45,6 +44,34 @@ static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_c
gs->floating_texts[slot].value = value;
gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = is_critical;
gs->floating_texts[slot].label[0] = '\0'; // numeric, no label
gs->floating_texts[slot].effect_type = EFFECT_NONE;
}
// spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN)
static void spawn_floating_label(GameState *gs, int x, int y, const char *label, StatusEffectType effect_type) {
int slot = float_slot(gs);
if (slot < 0)
return;
gs->floating_texts[slot].x = x;
gs->floating_texts[slot].y = y;
gs->floating_texts[slot].value = 0;
gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = 0;
gs->floating_texts[slot].effect_type = effect_type;
strncpy(gs->floating_texts[slot].label, label, 7);
gs->floating_texts[slot].label[7] = '\0';
}
static const char *proc_label_for(StatusEffectType effect) {
switch (effect) {
case EFFECT_POISON: return "POISON!";
case EFFECT_BLEED: return "BLEED!";
case EFFECT_BURN: return "BURN!";
case EFFECT_STUN: return "STUN!";
case EFFECT_WEAKEN: return "WEAKEN!";
default: return "";
}
}
// update floating texts and screen shake
@ -130,7 +157,8 @@ static void tick_all_effects(GameState *gs) {
}
}
static void post_action(GameState *gs) {
// attacked_enemy: the enemy the player attacked this turn, or NULL if player only moved
static void post_action(GameState *gs, Enemy *attacked_enemy) {
gs->turn_count++;
// Tick status effects at the start of this turn
@ -146,13 +174,33 @@ static void post_action(GameState *gs) {
return;
}
// combat feedback - player attacked enemy
if (combat_get_last_damage() > 0 && !combat_was_player_damage()) {
for (int i = 0; i < gs->enemy_count; i++) {
if (!gs->enemies[i].alive) {
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;
// combat feedback - player attacked an enemy this turn
if (attacked_enemy != NULL) {
int ex = attacked_enemy->x * TILE_SIZE + 8;
int ey = attacked_enemy->y * TILE_SIZE;
if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE);
audio_play_dodge();
} else {
if (combat_get_last_damage() > 0)
spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
if (combat_was_blocked()) {
spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE);
audio_play_block();
}
if (combat_was_critical()) {
spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE);
audio_play_crit();
}
StatusEffectType applied = combat_get_applied_effect();
if (applied != EFFECT_NONE) {
spawn_floating_label(gs, ex, ey - 20, proc_label_for(applied), applied);
audio_play_proc();
}
if (!attacked_enemy->alive) {
spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE);
audio_play_enemy_death();
}
}
}
@ -383,7 +431,7 @@ static int handle_movement_input(GameState *gs) {
}
if (action)
post_action(gs);
post_action(gs, target); // target is NULL on move, enemy ptr on attack
return action;
}
@ -456,15 +504,18 @@ static void game_loop(void) {
BeginDrawing();
ClearBackground(BLACK);
// Draw game elements (with screen shake offset)
if (gs.screen_shake > 0) {
// Apply shake offset to drawing
}
// Draw game world with screen shake applied via camera offset
Camera2D cam = {0};
cam.zoom = 1.0f;
cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
BeginMode2D(cam);
render_map(&gs.map);
render_items(gs.items, gs.item_count);
render_enemies(gs.enemies, gs.enemy_count);
render_player(&gs.player);
EndMode2D();
// Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player);

View file

@ -61,12 +61,20 @@ void render_enemies(const Enemy *enemies, int count) {
DrawRectangleRec(rect, enemy_color);
// Draw hp bar above enemy
int hp_percent = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
if (hp_percent > 0) {
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_percent,
// Draw hp bar above enemy, color-coded by health remaining
int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
if (hp_pixels > 0) {
float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp;
Color bar_color;
if (hp_ratio > 0.5f)
bar_color = (Color){60, 180, 60, 255}; // green
else if (hp_ratio > 0.25f)
bar_color = (Color){200, 180, 40, 255}; // yellow
else
bar_color = (Color){200, 60, 60, 255}; // red
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels,
3};
DrawRectangleRec(hp_bar, GREEN);
DrawRectangleRec(hp_bar, bar_color);
}
}
}
@ -287,6 +295,35 @@ void render_inventory_overlay(const Player *p, int selected) {
(Color){65, 65, 65, 255});
}
static Color label_color(FloatingText *ft, int alpha) {
if (ft->label[0] == '\0')
return (Color){255, 100, 100, alpha}; // numeric damage default
if (strcmp(ft->label, "DODGE") == 0)
return (Color){160, 160, 160, alpha};
if (strcmp(ft->label, "BLOCK") == 0)
return (Color){80, 130, 220, alpha};
if (strcmp(ft->label, "CRIT!") == 0)
return (Color){255, 200, 50, alpha};
if (strcmp(ft->label, "SLAIN") == 0)
return (Color){220, 50, 50, alpha};
// Proc label, color driven by effect_type stored in the struct
switch (ft->effect_type) {
case EFFECT_POISON:
return (Color){50, 200, 50, alpha};
case EFFECT_BLEED:
return (Color){200, 50, 50, alpha};
case EFFECT_BURN:
return (Color){230, 130, 30, alpha};
case EFFECT_STUN:
return (Color){200, 200, 50, alpha};
case EFFECT_WEAKEN:
return (Color){120, 120, 120, alpha};
default:
return (Color){200, 200, 200, alpha};
}
}
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)
@ -294,17 +331,25 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
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)};
int a = (int)(255 * alpha);
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
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);
} else {
// Numeric damage
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);
}
}
}
void render_game_over(void) {
// Semi-transparent overlay
@ -327,8 +372,8 @@ void render_message(const char *message) {
int msg_len = strlen(message);
float msg_ratio = 13.5;
// Draw message box
// 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.