render: extract color palette; convert floating labels to enum

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I29c5feb6099fe321e227e0313282f1546a6a6964
This commit is contained in:
raf 2026-04-08 14:48:43 +03:00 committed by raf
commit eed5c3aff3
4 changed files with 151 additions and 53 deletions

View file

@ -104,12 +104,14 @@ typedef struct {
} Enemy; } Enemy;
// Floating damage text // Floating damage text
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
typedef struct { typedef struct {
int x, y; int x, y;
int value; int value;
int lifetime; // frames remaining int lifetime; // frames remaining
int is_critical; 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 StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText; } FloatingText;

View file

@ -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].value = value;
gs->floating_texts[slot].lifetime = FLOATING_TEXT_LIFETIME; gs->floating_texts[slot].lifetime = FLOATING_TEXT_LIFETIME;
gs->floating_texts[slot].is_critical = is_critical; 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; gs->floating_texts[slot].effect_type = EFFECT_NONE;
} }
// spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN) // 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); int slot = float_slot(gs);
if (slot < 0) if (slot < 0)
return; 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].value = 0;
gs->floating_texts[slot].lifetime = 60; gs->floating_texts[slot].lifetime = 60;
gs->floating_texts[slot].is_critical = 0; gs->floating_texts[slot].is_critical = 0;
gs->floating_texts[slot].label = label;
gs->floating_texts[slot].effect_type = effect_type; 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) { switch (effect) {
case EFFECT_POISON: case EFFECT_POISON:
return "POISON!"; return LABEL_PROC;
case EFFECT_BLEED: case EFFECT_BLEED:
return "BLEED!"; return LABEL_PROC;
case EFFECT_BURN: case EFFECT_BURN:
return "BURN!"; return LABEL_PROC;
case EFFECT_STUN: case EFFECT_STUN:
return "STUN!"; return LABEL_PROC;
case EFFECT_WEAKEN: case EFFECT_WEAKEN:
return "WEAKEN!"; return LABEL_PROC;
default: 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; int ey = attacked_enemy->y * TILE_SIZE;
if (combat_was_dodged()) { 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); audio_play_dodge(gs);
} else { } else {
if (combat_get_last_damage() > 0) 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()); spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical());
audio_play_attack(gs); audio_play_attack(gs);
if (combat_was_blocked()) { 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); audio_play_block(gs);
} }
if (combat_was_critical()) { 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); audio_play_crit(gs);
gs->crits_landed++; gs->crits_landed++;
} }
StatusEffectType applied = combat_get_applied_effect(); StatusEffectType applied = combat_get_applied_effect();
if (applied != EFFECT_NONE) { 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(); audio_play_proc();
} }
if (!attacked_enemy->alive) { 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); audio_play_enemy_death(gs);
gs->total_kills++; gs->total_kills++;
} }

View file

@ -46,13 +46,13 @@ void render_enemies(const Enemy *enemies, int count) {
Color enemy_color; Color enemy_color;
switch (enemies[i].type) { switch (enemies[i].type) {
case ENEMY_GOBLIN: case ENEMY_GOBLIN:
enemy_color = (Color){150, 50, 50, 255}; // dark red enemy_color = COLOR_ENEMY_GOBLIN; // dark red
break; break;
case ENEMY_SKELETON: case ENEMY_SKELETON:
enemy_color = (Color){200, 200, 200, 255}; // light gray enemy_color = COLOR_ENEMY_SKELETON; // light gray
break; break;
case ENEMY_ORC: case ENEMY_ORC:
enemy_color = (Color){50, 150, 50, 255}; // dark green enemy_color = COLOR_ENEMY_ORC; // dark green
break; break;
default: default:
enemy_color = RED; enemy_color = RED;
@ -91,13 +91,13 @@ void render_items(const Item *items, int count) {
Color item_color; Color item_color;
switch (items[i].type) { switch (items[i].type) {
case ITEM_POTION: case ITEM_POTION:
item_color = (Color){255, 100, 100, 255}; // red/pink item_color = COLOR_ITEM_POTION; // red/pink
break; break;
case ITEM_WEAPON: case ITEM_WEAPON:
item_color = (Color){255, 255, 100, 255}; // yellow item_color = COLOR_ITEM_WEAPON; // yellow
break; break;
case ITEM_ARMOR: case ITEM_ARMOR:
item_color = (Color){100, 100, 255, 255}; // blue item_color = COLOR_ITEM_ARMOR; // blue
break; break;
default: default:
item_color = GREEN; item_color = GREEN;
@ -405,34 +405,60 @@ void render_inventory_overlay(const Player *p, int selected) {
} }
static Color label_color(FloatingText *ft, int alpha) { static Color label_color(FloatingText *ft, int alpha) {
if (ft->label[0] == '\0') if (ft->label == LABEL_NONE)
return (Color){255, 100, 100, alpha}; // numeric damage default return FLOAT_DAMAGE; // 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->label) {
switch (ft->effect_type) { case LABEL_DODGE:
case EFFECT_POISON: return FLOAT_DODGE;
return (Color){50, 200, 50, alpha}; case LABEL_BLOCK:
case EFFECT_BLEED: return FLOAT_BLOCK;
return (Color){200, 50, 50, alpha}; case LABEL_CRIT:
case EFFECT_BURN: return FLOAT_CRIT;
return (Color){230, 130, 30, alpha}; case LABEL_SLAIN:
case EFFECT_STUN: return FLOAT_SLAIN;
return (Color){200, 200, 50, alpha}; case LABEL_PROC:
case EFFECT_WEAKEN: // Proc label, color driven by effect_type stored in the struct
return (Color){120, 120, 120, alpha}; 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: 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) { void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) {
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
if (texts[i].lifetime <= 0) 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; float alpha = (float)texts[i].lifetime / 60.0f;
int a = (int)(255 * alpha); int a = (int)(255 * alpha);
if (texts[i].label[0] != '\0') { if (texts[i].label != LABEL_NONE) {
// Label text (DODGE, BLOCK, CRIT!, proc name, SLAIN) // Label text (DODGE, BLOCK, CRIT!, SLAIN, or PROC)
// Check for "CRIT!" specifically rather than just 'C' prefix // CRIT! gets larger font size
int font_size = (strcmp(texts[i].label, "CRIT!") == 0) ? 16 : 14; int font_size = label_font_size(texts[i].label);
Color color = label_color(&texts[i], a); Color color = label_color(&texts[i], a);
int text_w = MeasureText(texts[i].label, font_size); const char *text = label_text(texts[i].label);
DrawText(texts[i].label, x - text_w / 2, y, font_size, color); int text_w = MeasureText(text, font_size);
DrawText(text, x - text_w / 2, y, font_size, color);
} else { } else {
// Numeric damage // Numeric damage
Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a}; Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a};

View file

@ -3,6 +3,76 @@
#include "common.h" #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 // Render the map tiles
void render_map(const Map *map); void render_map(const Map *map);