diff --git a/src/common.h b/src/common.h index 2b499a8..61ab044 100644 --- a/src/common.h +++ b/src/common.h @@ -104,12 +104,14 @@ typedef struct { } Enemy; // Floating damage text +typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel; + typedef struct { int x, y; int value; int lifetime; // frames remaining int is_critical; - char label[8]; // non-empty -> show label instead of numeric value + FloatingLabel label; // label type instead of string StatusEffectType effect_type; // used to pick color for proc labels } FloatingText; diff --git a/src/main.c b/src/main.c index 1ce528a..d450d75 100644 --- a/src/main.c +++ b/src/main.c @@ -44,12 +44,12 @@ 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 = FLOATING_TEXT_LIFETIME; gs->floating_texts[slot].is_critical = is_critical; - gs->floating_texts[slot].label[0] = '\0'; // numeric, no label + gs->floating_texts[slot].label = LABEL_NONE; 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) { +static void spawn_floating_label(GameState *gs, int x, int y, FloatingLabel label, StatusEffectType effect_type) { int slot = float_slot(gs); if (slot < 0) return; @@ -58,25 +58,24 @@ static void spawn_floating_label(GameState *gs, int x, int y, const char *label, gs->floating_texts[slot].value = 0; gs->floating_texts[slot].lifetime = 60; gs->floating_texts[slot].is_critical = 0; + gs->floating_texts[slot].label = label; 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) { +static FloatingLabel proc_label_for(StatusEffectType effect) { switch (effect) { case EFFECT_POISON: - return "POISON!"; + return LABEL_PROC; case EFFECT_BLEED: - return "BLEED!"; + return LABEL_PROC; case EFFECT_BURN: - return "BURN!"; + return LABEL_PROC; case EFFECT_STUN: - return "STUN!"; + return LABEL_PROC; case EFFECT_WEAKEN: - return "WEAKEN!"; + return LABEL_PROC; default: - return ""; + return LABEL_NONE; } } @@ -187,7 +186,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { int ey = attacked_enemy->y * TILE_SIZE; if (combat_was_dodged()) { - spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE); + spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); audio_play_dodge(gs); } else { if (combat_get_last_damage() > 0) @@ -195,21 +194,21 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); audio_play_attack(gs); if (combat_was_blocked()) { - spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE); + spawn_floating_label(gs, ex, ey - 10, LABEL_BLOCK, EFFECT_NONE); audio_play_block(gs); } if (combat_was_critical()) { - spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE); + spawn_floating_label(gs, ex + 8, ey - 10, LABEL_CRIT, EFFECT_NONE); audio_play_crit(gs); gs->crits_landed++; } StatusEffectType applied = combat_get_applied_effect(); if (applied != EFFECT_NONE) { - spawn_floating_label(gs, ex, ey - 20, proc_label_for(applied), applied); + spawn_floating_label(gs, ex, ey - 20, LABEL_PROC, applied); audio_play_proc(); } if (!attacked_enemy->alive) { - spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE); + spawn_floating_label(gs, ex, ey - 20, LABEL_SLAIN, EFFECT_NONE); audio_play_enemy_death(gs); gs->total_kills++; } diff --git a/src/render.c b/src/render.c index be41557..3c24e15 100644 --- a/src/render.c +++ b/src/render.c @@ -46,13 +46,13 @@ void render_enemies(const Enemy *enemies, int count) { Color enemy_color; switch (enemies[i].type) { case ENEMY_GOBLIN: - enemy_color = (Color){150, 50, 50, 255}; // dark red + enemy_color = COLOR_ENEMY_GOBLIN; // dark red break; case ENEMY_SKELETON: - enemy_color = (Color){200, 200, 200, 255}; // light gray + enemy_color = COLOR_ENEMY_SKELETON; // light gray break; case ENEMY_ORC: - enemy_color = (Color){50, 150, 50, 255}; // dark green + enemy_color = COLOR_ENEMY_ORC; // dark green break; default: enemy_color = RED; @@ -91,13 +91,13 @@ void render_items(const Item *items, int count) { Color item_color; switch (items[i].type) { case ITEM_POTION: - item_color = (Color){255, 100, 100, 255}; // red/pink + item_color = COLOR_ITEM_POTION; // red/pink break; case ITEM_WEAPON: - item_color = (Color){255, 255, 100, 255}; // yellow + item_color = COLOR_ITEM_WEAPON; // yellow break; case ITEM_ARMOR: - item_color = (Color){100, 100, 255, 255}; // blue + item_color = COLOR_ITEM_ARMOR; // blue break; default: item_color = GREEN; @@ -405,34 +405,60 @@ void render_inventory_overlay(const Player *p, int selected) { } 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}; + if (ft->label == LABEL_NONE) + return FLOAT_DAMAGE; // numeric damage default - // 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}; + switch (ft->label) { + case LABEL_DODGE: + return FLOAT_DODGE; + case LABEL_BLOCK: + return FLOAT_BLOCK; + case LABEL_CRIT: + return FLOAT_CRIT; + case LABEL_SLAIN: + return FLOAT_SLAIN; + case LABEL_PROC: + // 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 FLOAT_DEFAULT; + } default: - return (Color){200, 200, 200, alpha}; + return FLOAT_DAMAGE; } } +static const char *label_text(FloatingLabel label) { + switch (label) { + case LABEL_DODGE: + return "DODGE"; + case LABEL_BLOCK: + return "BLOCK"; + case LABEL_CRIT: + return "CRIT!"; + case LABEL_SLAIN: + return "SLAIN"; + case LABEL_PROC: + return "PROC"; + default: + return ""; + } +} + +static int label_font_size(FloatingLabel label) { + return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL; +} + 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) @@ -443,13 +469,14 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak float alpha = (float)texts[i].lifetime / 60.0f; int a = (int)(255 * alpha); - if (texts[i].label[0] != '\0') { - // Label text (DODGE, BLOCK, CRIT!, proc name, SLAIN) - // Check for "CRIT!" specifically rather than just 'C' prefix - int font_size = (strcmp(texts[i].label, "CRIT!") == 0) ? 16 : 14; + if (texts[i].label != LABEL_NONE) { + // Label text (DODGE, BLOCK, CRIT!, SLAIN, or PROC) + // CRIT! gets larger font size + int font_size = label_font_size(texts[i].label); 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); + const char *text = label_text(texts[i].label); + int text_w = MeasureText(text, font_size); + DrawText(text, 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}; diff --git a/src/render.h b/src/render.h index 966793b..016291f 100644 --- a/src/render.h +++ b/src/render.h @@ -3,6 +3,76 @@ #include "common.h" +// HUD colors +#define HUD_BG (Color){25, 20, 15, 255} +#define HUD_BORDER (Color){139, 119, 89, 255} +#define HUD_LIGHT_LINE (Color){60, 55, 50, 255} +#define HUD_DARK_LINE (Color){15, 12, 10, 255} +#define TEXT_DIM (Color){160, 150, 140, 255} +#define TEXT_BRIGHT (Color){240, 230, 220, 255} + +// HP bar colors +#define HP_HIGH (Color){60, 180, 60, 255} +#define HP_MED (Color){200, 180, 40, 255} +#define HP_LOW (Color){200, 60, 60, 255} +#define HP_BAR_BG (Color){20, 15, 15, 255} +#define HP_BAR_BORDER (Color){80, 70, 60, 255} + +// Enemy type colors +#define COLOR_ENEMY_GOBLIN (Color){150, 50, 50, 255} +#define COLOR_ENEMY_SKELETON (Color){200, 200, 200, 255} +#define COLOR_ENEMY_ORC (Color){50, 150, 50, 255} + +// Item type colors +#define COLOR_ITEM_POTION (Color){255, 100, 100, 255} +#define COLOR_ITEM_WEAPON (Color){255, 255, 100, 255} +#define COLOR_ITEM_ARMOR (Color){100, 100, 255, 255} + +// Action log colors +#define LOG_BG (Color){15, 12, 10, 230} +#define LOG_BORDER (Color){100, 85, 65, 255} +#define LOG_DARK (Color){60, 50, 40, 255} +#define LOG_TITLE_BG (Color){30, 25, 20, 255} +#define LOG_TEXT (Color){180, 160, 130, 255} +#define LOG_NEWEST (Color){220, 210, 200, 255} +#define LOG_RECENT (Color){180, 170, 160, 255} +#define LOG_OLDER (Color){150, 140, 130, 230} +#define LOG_OLDEST (Color){120, 110, 100, 200} + +// Inventory overlay colors +#define INV_OVERLAY_BG (Color){12, 12, 12, 252} +#define INV_BORDER (Color){70, 70, 70, 255} +#define INV_SLOT_BG (Color){45, 45, 45, 255} +#define INV_SELECTED (Color){180, 160, 80, 255} +#define INV_EMPTY (Color){40, 40, 40, 255} +#define INV_HINT (Color){65, 65, 65, 255} + +// Floating text colors +#define FLOAT_DAMAGE (Color){255, 100, 100, 255} +#define FLOAT_CRIT (Color){255, 200, 50, 255} +#define FLOAT_DODGE (Color){160, 160, 160, 255} +#define FLOAT_BLOCK (Color){80, 130, 220, 255} +#define FLOAT_SLAIN (Color){220, 50, 50, 255} +#define FLOAT_DEFAULT (Color){200, 200, 200, 255} + +// Floating label font sizes +#define FONT_SIZE_FLOAT_LABEL 14 +#define FONT_SIZE_FLOAT_CRIT 16 +#define FONT_SIZE_FLOAT_DMG 18 + +// Message box colors +#define MSG_BG (Color){45, 45, 45, 235} +#define MSG_BORDER (Color){180, 180, 180, 255} + +// End screen colors +#define END_OVERLAY (Color){0, 0, 0, 210} +#define END_BOX_BG (Color){20, 20, 20, 240} +#define END_BOX_BORDER (Color){100, 100, 100, 255} + +// Portrait placeholder +// FIXME: remove when player sprites are available +#define PORTRAIT_BG (Color){30, 30, 45, 255} + // Render the map tiles void render_map(const Map *map);