diff --git a/assets/fonts/Royal_Decree.ttf b/assets/fonts/Royal_Decree.ttf new file mode 100644 index 0000000..56511e4 Binary files /dev/null and b/assets/fonts/Royal_Decree.ttf differ diff --git a/assets/fonts/Royal_Decree_Bold.ttf b/assets/fonts/Royal_Decree_Bold.ttf new file mode 100644 index 0000000..e4b6f5c Binary files /dev/null and b/assets/fonts/Royal_Decree_Bold.ttf differ diff --git a/assets/fonts/Tomorrow_Night.ttf b/assets/fonts/Tomorrow_Night.ttf new file mode 100644 index 0000000..204c2f6 Binary files /dev/null and b/assets/fonts/Tomorrow_Night.ttf differ diff --git a/src/common.h b/src/common.h index 52fe274..474e133 100644 --- a/src/common.h +++ b/src/common.h @@ -34,6 +34,8 @@ typedef struct { TileType tiles[MAP_HEIGHT][MAP_WIDTH]; Room rooms[MAX_ROOMS]; int room_count; + unsigned char visible[MAP_HEIGHT][MAP_WIDTH]; + unsigned char remembered[MAP_HEIGHT][MAP_WIDTH]; } Map; // Dungeon @@ -102,6 +104,11 @@ typedef struct { int status_chance; int crit_chance; // crit chance percentage (0-100) int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) + // vision + int vision_range; + int alert; // 1 = aware of player, searching + int last_known_x; // last position where enemy saw player + int last_known_y; // status effects StatusEffect effects[MAX_EFFECTS]; int effect_count; diff --git a/src/enemy.c b/src/enemy.c index a9d4909..57eff34 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -4,6 +4,7 @@ #include "map.h" #include "movement.h" #include "rng.h" +#include "settings.h" #include // Forward declaration @@ -69,6 +70,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 0; e.resistance[DMG_FIRE] = -25; e.resistance[DMG_POISON] = 50; + e.vision_range = 7; break; case ENEMY_SKELETON: e.max_hp = ENEMY_BASE_HP + floor + 2; @@ -86,6 +88,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = 50; e.resistance[DMG_FIRE] = 25; e.resistance[DMG_POISON] = 75; + e.vision_range = 6; break; case ENEMY_ORC: e.max_hp = ENEMY_BASE_HP + floor + 4; @@ -103,6 +106,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.resistance[DMG_PIERCE] = -25; e.resistance[DMG_FIRE] = 0; e.resistance[DMG_POISON] = 0; + e.vision_range = 5; break; default: e.max_hp = ENEMY_BASE_HP; @@ -116,6 +120,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { e.crit_chance = ENEMY_CRIT_CHANCE; e.crit_mult = ENEMY_CRIT_MULT; memset(e.resistance, 0, sizeof(e.resistance)); + e.vision_range = ENEMY_VIEW_RANGE; break; } e.cooldown = e.speed; @@ -135,11 +140,9 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) { return 0; } -// Check if enemy can see player (adjacent) -static int can_see_player(Enemy *e, Player *p) { - int dx = p->position.x - e->position.x; - int dy = p->position.y - e->position.y; - return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1); +// Check if enemy can see player (within view range and line of sight) +static int can_see_player(Enemy *e, Player *p, Map *map) { + return can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, e->vision_range); } @@ -171,7 +174,88 @@ static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_e } } -// Perform a single action for an enemy (attack if adjacent, otherwise move) +// Move enemy in a random direction (patrol) +static void enemy_patrol(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { + if (rng_int(0, 100) > ENEMY_PATROL_MOVE_CHANCE) + return; + + int dx = rng_int(-1, 1); + int dy = rng_int(-1, 1); + + if (dx == 0 && dy == 0) + return; + + int new_x = e->position.x + dx; + int new_y = e->position.y + dy; + + if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + e->position.x = new_x; + e->position.y = new_y; + } +} + +// Move enemy toward last known player position +static void enemy_move_to_last_known(Enemy *e, Map *map, Enemy *all_enemies, int enemy_count) { + int dx = 0, dy = 0; + + if (e->last_known_x > e->position.x) + dx = 1; + else if (e->last_known_x < e->position.x) + dx = -1; + + if (e->last_known_y > e->position.y) + dy = 1; + else if (e->last_known_y < e->position.y) + dy = -1; + + int new_x = e->position.x + dx; + int new_y = e->position.y; + + if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + e->position.x = new_x; + } else if (dy != 0) { + new_x = e->position.x; + new_y = e->position.y + dy; + if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y)) { + e->position.x = new_x; + e->position.y = new_y; + } + } + + if (e->position.x == e->last_known_x && e->position.y == e->last_known_y) + e->alert = 0; +} + +// Check if position is within alert radius of another enemy +static int is_nearby_enemy(const Enemy *enemies, int count, int x, int y, int radius) { + for (int i = 0; i < count; i++) { + if (!enemies[i].alive) + continue; + int dx = enemies[i].position.x - x; + int dy = enemies[i].position.y - y; + if (dx * dx + dy * dy <= radius * radius) + return 1; + } + return 0; +} + +// Propagate alert to nearby enemies +static void propagate_alert(Enemy *trigger_enemy, Enemy *all_enemies, int enemy_count) { + for (int i = 0; i < enemy_count; i++) { + Enemy *e = &all_enemies[i]; + if (!e->alive || e == trigger_enemy) + continue; + if (e->alert) + continue; + if (is_nearby_enemy(all_enemies, enemy_count, e->position.x, e->position.y, 5)) { + e->alert = 1; + e->last_known_x = trigger_enemy->last_known_x; + e->last_known_y = trigger_enemy->last_known_y; + } + } +} + +// Perform a single action for an enemy (attack if visible, otherwise patrol or search) void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { if (!e->alive) return; @@ -180,14 +264,37 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun if (combat_has_effect(e->effects, e->effect_count, EFFECT_STUN)) return; - // Check if adjacent to player - attack - if (can_see_player(e, p)) { + int can_see = can_see_player(e, p, map); + + // If we can see the player, update alert state and last known position + if (can_see) { + e->alert = 1; + e->last_known_x = p->position.x; + e->last_known_y = p->position.y; + } + + // Attack if adjacent to player + if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) { combat_enemy_attack(e, p); + propagate_alert(e, all_enemies, enemy_count); return; } - // Otherwise, move toward player - enemy_move_toward_player(e, p, map, all_enemies, enemy_count); + // Move toward player if visible + if (can_see) { + enemy_move_toward_player(e, p, map, all_enemies, enemy_count); + propagate_alert(e, all_enemies, enemy_count); + return; + } + + // If alert but can't see player, move toward last known position + if (e->alert) { + enemy_move_to_last_known(e, map, all_enemies, enemy_count); + return; + } + + // Not alert - patrol randomly + enemy_patrol(e, map, all_enemies, enemy_count); } void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { diff --git a/src/main.c b/src/main.c index d90487b..b69b438 100644 --- a/src/main.c +++ b/src/main.c @@ -123,6 +123,9 @@ static void init_floor(GameState *gs, int floor_num) { } gs->player.floor = floor_num; + // Calculate initial visibility + calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); + // Spawn enemies enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); @@ -217,6 +220,9 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { } } + // Update visibility based on player's new position + calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); + // Enemy turns - uses speed/cooldown system enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); @@ -248,6 +254,7 @@ static int handle_stun_turn(GameState *gs) { if (gs->game_over) return 1; enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); + calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); if (gs->player.hp <= 0) gs->game_over = 1; gs->last_message = "You are stunned!"; @@ -504,7 +511,11 @@ void load_audio_assets(GameState *gs) { static void game_loop(void) { GameState gs; memset(&gs, 0, sizeof(GameState)); + // load external assets + // sound load_audio_assets(&gs); + // font + Font fontTTF = LoadFontEx("./assets/fonts/Tomorrow_Night.ttf", 24, NULL, 0); // Initialize first floor rng_seed(12345); init_floor(&gs, 1); @@ -550,26 +561,26 @@ static void game_loop(void) { 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_items(gs.items, gs.item_count, gs.map.visible); + render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); 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); + render_ui(&gs.player, &fontTTF); // Draw action log - render_action_log(gs.action_log, gs.log_count, gs.log_head); + render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF); // Draw inventory overlay if active if (gs.show_inventory) { - render_inventory_overlay(&gs.player, gs.inv_selected); + render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF); } // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { - render_message(gs.last_message); + render_message(gs.last_message, &fontTTF); } // Draw game over screen @@ -582,7 +593,7 @@ static void game_loop(void) { } 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.final_score, &fontTTF); } EndDrawing(); diff --git a/src/map.c b/src/map.c index 24016c9..b9d5bbc 100644 --- a/src/map.c +++ b/src/map.c @@ -1,6 +1,8 @@ #include "map.h" #include "rng.h" +#include "settings.h" #include "utils.h" +#include #include void map_init(Map *map) { @@ -10,6 +12,8 @@ void map_init(Map *map) { map->tiles[y][x] = TILE_WALL; } } + memset(map->visible, 0, sizeof(map->visible)); + memset(map->remembered, 0, sizeof(map->remembered)); map->room_count = 0; } @@ -186,3 +190,67 @@ void dungeon_generate(Dungeon *d, Map *map, int floor_num) { d->room_count = map->room_count; memcpy(d->rooms, map->rooms, sizeof(Room) * map->room_count); } + +int is_in_view_range(int x, int y, int view_x, int view_y, int range) { + int dx = x - view_x; + int dy = y - view_y; + return (dx * dx + dy * dy) <= (range * range); +} + +static int trace_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { + int dx = abs(x2 - x1); + int dy = abs(y2 - y1); + int sx = (x1 < x2) ? 1 : -1; + int sy = (y1 < y2) ? 1 : -1; + int err = dx - dy; + int x = x1; + int y = y1; + + while (1) { + if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) + return 0; + + if (x == x2 && y == y2) + return 1; + + if (map->tiles[y][x] == TILE_WALL && !(x == x1 && y == y1)) + return 0; + + int e2 = 2 * err; + if (e2 > -dy) { + err -= dy; + x += sx; + } + if (e2 < dx) { + err += dx; + y += sy; + } + } +} + +int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) { + if (!in_bounds(x1, y1, MAP_WIDTH, MAP_HEIGHT) || !in_bounds(x2, y2, MAP_WIDTH, MAP_HEIGHT)) + return 0; + return trace_line_of_sight(map, x1, y1, x2, y2); +} + +int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) { + if (!is_in_view_range(to_x, to_y, from_x, from_y, range)) + return 0; + return has_line_of_sight(map, from_x, from_y, to_x, to_y); +} + +void calculate_visibility(Map *map, int x, int y) { + memset(map->visible, 0, sizeof(map->visible)); + + for (int ty = 0; ty < MAP_HEIGHT; ty++) { + for (int tx = 0; tx < MAP_WIDTH; tx++) { + if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) { + if (has_line_of_sight(map, x, y, tx, ty)) { + map->visible[ty][tx] = 1; + map->remembered[ty][tx] = 1; + } + } + } + } +} diff --git a/src/map.h b/src/map.h index 3cf6337..84f1119 100644 --- a/src/map.h +++ b/src/map.h @@ -18,4 +18,10 @@ void map_init(Map *map); // Get a random floor tile position void get_random_floor_tile(Map *map, int *x, int *y, int attempts); +// Visibility / Fog of War +int is_in_view_range(int x, int y, int view_x, int view_y, int range); +int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2); +void calculate_visibility(Map *map, int x, int y); +int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range); + #endif // MAP_H diff --git a/src/render.c b/src/render.c index 99267a8..2260816 100644 --- a/src/render.c +++ b/src/render.c @@ -11,18 +11,31 @@ void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; + int visible = map->visible[y][x]; + int remembered = map->remembered[y][x]; + + if (!visible && !remembered) { + DrawRectangleRec(rect, (Color){5, 5, 10, 255}); + continue; + } + + Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; + Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; + Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; switch (map->tiles[y][x]) { case TILE_WALL: - DrawRectangleRec(rect, DARKGRAY); + DrawRectangleRec(rect, wall_color); break; case TILE_FLOOR: - DrawRectangleRec(rect, BLACK); + DrawRectangleRec(rect, floor_color); break; case TILE_STAIRS: - DrawRectangleRec(rect, (Color){100, 100, 100, 255}); - // Draw stairs marker - DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); + DrawRectangleRec(rect, stairs_color); + if (visible) + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); + else + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); break; } } @@ -35,10 +48,12 @@ void render_player(const Player *p) { DrawRectangleRec(rect, BLUE); } -void render_enemies(const Enemy *enemies, int count) { +void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; + if (!visible[enemies[i].position.y][enemies[i].position.x]) + continue; Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; @@ -80,10 +95,12 @@ void render_enemies(const Enemy *enemies, int count) { } } -void render_items(const Item *items, int count) { +void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; + if (!visible[items[i].y][items[i].x]) + continue; Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; @@ -109,7 +126,7 @@ void render_items(const Item *items, int count) { } } -void render_ui(const Player *p) { +void render_ui(const Player *p, Font *font) { // HUD Panel const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_height = 60; @@ -153,7 +170,7 @@ void render_ui(const Player *p) { int bar_height = 16; // HP Label, above bar - DrawText("HP", bar_x, bar_y - 11, 9, text_dim); + DrawTextEx(*font, "HP", (Vector2){bar_x, 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}); @@ -178,8 +195,9 @@ void render_ui(const Player *p) { // 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, 10); - DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE); + 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); // Status effects int effect_x = bar_x; @@ -214,7 +232,7 @@ void render_ui(const Player *p) { if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); - DrawText(eff_text, effect_x, effect_y, 9, eff_color); + DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); effect_x += 28; } } @@ -226,65 +244,68 @@ void render_ui(const Player *p) { // Floor char floor_text[16]; snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); - DrawText(floor_text, stats_x, stats_y, 14, text_bright); - DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); + 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); // ATK char atk_text[16]; snprintf(atk_text, sizeof(atk_text), "%d", p->attack); - DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); - DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); + 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); // DEF char def_text[16]; snprintf(def_text, sizeof(def_text), "%d", p->defense); - DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); - DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); + 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); int equip_x = section2_end + 15; int equip_y = hud_y + 8; // Weapon slot - DrawText("WEAPON", equip_x, equip_y, 9, text_dim); + DrawTextEx(*font, "WEAPON", (Vector2){equip_x, 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)); - DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); + DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); } } else { - DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); + DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); } // Armor slot - DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); + DrawTextEx(*font, "ARMOR", (Vector2){equip_x, 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); - DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); + DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); } } else { - DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); + DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); } int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; - DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255}); - DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255}); + 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}); // 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); - DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); + DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN); } -void render_action_log(const char log[5][128], int count, int head) { +void render_action_log(const char log[5][128], int count, int head, Font *font) { // Roguelike scroll/log panel styling const int log_width = 250; const int log_height = 90; @@ -306,7 +327,8 @@ void render_action_log(const char log[5][128], int count, int head) { // Title bar DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); - DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); + DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, 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); @@ -331,15 +353,15 @@ void render_action_log(const char log[5][128], int count, int head) { } else { text_color = (Color){120, 110, 100, 200}; // oldest: dim } - DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); + DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, 10, NAR_CHAR_SPACE, text_color); } } } -void render_inventory_overlay(const Player *p, int selected) { +void render_inventory_overlay(const Player *p, int selected, Font *font) { // Overlay dimensions int ov_width = 360; - int ov_height = 300; + int ov_height = 320; Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60, (float)ov_width, (float)ov_height}; DrawRectangleRec(overlay, (Color){12, 12, 12, 252}); @@ -348,12 +370,14 @@ void render_inventory_overlay(const Player *p, int selected) { // Title const char *title = "INVENTORY"; int title_w = MeasureText(title, 24); - DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE); + 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); // Draw each inventory slot char slot_text[64]; int row_height = 26; - int start_y = overlay.y + 50; + int start_y = overlay.y + 40; for (int i = 0; i < MAX_INVENTORY; i++) { int y_pos = start_y + (i * row_height); @@ -370,7 +394,8 @@ void render_inventory_overlay(const Player *p, int selected) { // Slot number snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255}); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); @@ -378,31 +403,31 @@ void render_inventory_overlay(const Player *p, int selected) { 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); + DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color); } - // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); - DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW); // Action if (item->type == ITEM_POTION) { - DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); + DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GREEN); } else { - DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD); + DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GOLD); } } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255}); + DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, 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"; - int hint_w = MeasureText(hint, 12); - DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12, - (Color){65, 65, 65, 255}); + Vector2 hint_w = MeasureTextEx(*font, hint, NORM_FONT, NAR_CHAR_SPACE); + DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2, overlay.y + overlay.height - 22}, + NORM_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); } static Color label_color(FloatingText *ft, int alpha) { @@ -490,7 +515,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak } 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) { + int times_hit, int potions, int floors, int turns, int score, Font *font) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); @@ -500,7 +525,8 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i int title_font_size = 60; Color title_color = is_victory ? GOLD : RED; int title_width = MeasureText(title, title_font_size); - DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color); + DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE, + title_color); // Stats box int box_x = SCREEN_WIDTH / 2 - 200; @@ -520,71 +546,73 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i Color value_color = WHITE; // Column 1 - DrawText("Kills:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", kills); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Items:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", items); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", damage_dealt); - DrawText(line, col1_x + 140, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Damage Taken:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", damage_taken); - DrawText(line, col1_x + 140, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Crits:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", crits); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; - DrawText("Times Hit:", col1_x, row_y, 18, label_color); + DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", times_hit); - DrawText(line, col1_x + 80, row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); row_y += line_height; // Column 2 int col2_row_y = box_y + 20; - DrawText("Potions:", col2_x, col2_row_y, 18, label_color); + DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", potions); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); col2_row_y += line_height; - DrawText("Floors:", col2_x, col2_row_y, 18, label_color); + DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", floors); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); col2_row_y += line_height; - DrawText("Turns:", col2_x, col2_row_y, 18, label_color); + DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); snprintf(line, sizeof(line), "%d", turns); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); + DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, 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; - DrawText("SCORE:", col1_x, row_y, 22, GOLD); + DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD); snprintf(line, sizeof(line), "%d", score); - DrawText(line, col1_x + 90, row_y, 22, GOLD); + DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD); if (is_victory) { const char *subtitle = "Press R to play again or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); + DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, + LIGHTGRAY); } else { const char *subtitle = "Press R to restart or Q to quit"; int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); + DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, + LIGHTGRAY); } } -void render_message(const char *message) { +void render_message(const char *message, Font *font) { if (message == NULL) return; @@ -653,5 +681,5 @@ void render_message(const char *message) { text_y = (int)box_y + padding_y; } - DrawText(message, text_x, text_y, font_size, WHITE); + DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE); } diff --git a/src/render.h b/src/render.h index 016291f..d68b2c6 100644 --- a/src/render.h +++ b/src/render.h @@ -80,28 +80,28 @@ void render_map(const Map *map); void render_player(const Player *p); // Render all enemies -void render_enemies(const Enemy *enemies, int count); +void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); // Render all items -void render_items(const Item *items, int count); +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); +void render_ui(const Player *p, Font *font); // Render action log (bottom left corner) -void render_action_log(const char log[5][128], int count, int head); +void render_action_log(const char log[5][128], int count, int head, Font *font); // Render inventory selection overlay -void render_inventory_overlay(const Player *p, int selected); +void render_inventory_overlay(const Player *p, int selected, Font *font); // 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); + int times_hit, int potions, int floors, int turns, int score, Font *font); // Render a message popup -void render_message(const char *message); +void render_message(const char *message, Font *font); #endif // RENDER_H diff --git a/src/settings.h b/src/settings.h index 8b8ac54..3408a13 100644 --- a/src/settings.h +++ b/src/settings.h @@ -8,6 +8,21 @@ #define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE) #define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE) +// Font constants +#define NORM_CHAR_SPACE 4.0f +#define MED_CHAR_SPACE 2.5f +#define SMALL_CHAR_SPACE 1.6f +#define NAR_CHAR_SPACE 1.0f +#define CRAMPED_CHAR_SPACE 0.5f + +#define TINY_FONT 8 +#define SMALL_FONT 10 +#define NORM_FONT 12 +#define MEDIUM_FONT 14 +#define LARGE_FONT 18 +#define BIG_FONT 22 +#define HUGE_FONT 30 + // Game Limits #define MAX_ENEMIES 64 #define MAX_ITEMS 128 @@ -63,4 +78,9 @@ // Message timer #define MESSAGE_TIMER_DURATION 60 +// Visibility / Fog of War +#define PLAYER_VIEW_RANGE 8 +#define ENEMY_VIEW_RANGE 6 +#define ENEMY_PATROL_MOVE_CHANCE 30 + #endif // SETTINGS_H