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12 changed files with 334 additions and 181 deletions
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@ -25,6 +25,7 @@ pub fn build(b: *std.Build) void {
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"src/main.c",
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"src/map.c",
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"src/player.c",
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"src/movement.c",
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"src/render.c",
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"src/rng.c",
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"src/settings.c",
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@ -1,11 +1,13 @@
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# Rogged
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Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
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serve as a learning opportunity. Rogged is basically a classic roguelike where
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you descend through floors of a procedurally generated dungeon, fighting
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enemies, managing inventory, and trying to reach the bottom alive.
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Turn-based, infinite roguelike dungeon crawler built with C99 and with a dash of
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Zig. Meant to serve primarily, but not exclusively, as a learning opportunity.
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Rogged is basically a classic roguelike where you descend through floors of a
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procedurally generated dungeon, fighting enemies, managing inventory, and trying
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to reach the bottom alive or die chasing a highscore!
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A non-exhaustive list of its (current) features:
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The game itself, be it the code or mechanics, is _heavily_ in development. For
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now, a non-exhaustive list of its (current) features are as follows:
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- Turn-based combat with damage variance, critical hits, dodge, and block
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mechanics
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@ -18,33 +20,27 @@ A non-exhaustive list of its (current) features:
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- Procedural audio via raylib
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- ASCII-inspired tile rendering, with HP bars and floating damage text
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**Controls:**
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| Key | Action |
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| ------------- | ----------------------------------- |
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| WASD / Arrows | Move or attack |
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| G | Pick up item |
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| I | Open inventory |
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| U | Use a potion |
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| E | Equip item from inventory |
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| D | Drop item |
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| Y / N | Confirm / decline descending stairs |
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| R | Restart (on game over) |
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| Q | Quit |
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There are still some features lacking polish, or lacking _any_ kind of attention
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to be viable. For a semi-complete list of things that need to be done, see the
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[future plans section](#future-plans).
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## Build Instructions
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Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
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need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
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Those might change in the future.
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Additionally you will need `clang-format` and `just` for the developer workflow
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if you plan to contribute.
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Rogged is built on a relatively simple stack. It uses C99 for the main game
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logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you
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only need the core Zig tooling. For now the required Zig version is 0.15.2, but
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this might change in the future. Additionally, you will need `clang-format` and
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`just` for common development tasks in the case you plan to contribute. For
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building, Zig is enough.
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### Using Nix (Recommended)
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The recommended developer tooling is [Nix](https://nixos.org). This provides a
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pure, reproducible devshell across all machines.
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The _recommended_ way of developing this project is using
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[Nix](https://nixos.org) and relying on devshells for pure, reproducible
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developer environment across all machines.
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If you are a [Direnv](https://direnv.net) user, you may simply run
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`direnv allow` or you may use `nix develop` to enter the default shell.
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```sh
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# Enter the development shell
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@ -56,6 +52,9 @@ $ just dev
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### Manual Build
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If you are allergic to good tooling and would rather use your system Zig, you
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may simply invoke `zig build` after acquiring Zig 0.15.2.
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```sh
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# Full build
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$ zig build
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@ -67,6 +66,8 @@ $ zig build run
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$ just dev
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```
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The Justfile provides commands that work across both methods.
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### Task Runner Commands
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There's a `Justfile` designed to make common tasks somewhat easier. For now,
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@ -84,10 +85,14 @@ If the project gets more complicated, new tasks might be added.
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## Future Plans
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The game is currently **playable end-to-end** but it lacks _serious_ polish to
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claim its place as a fun roguelike. Some of the features I'd like to introduce,
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in no particular order, are as follows:
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The game is currently **playable end-to-end**, but it lacks a fair bit of polish
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to claim its place as a fun, engaging roguelike you can just boot up and play.
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Some of the features that are planned for the future, in no particular order,
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are as follows:
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- [ ] **Better enemy AI** - The current AI is very simple.
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- [ ] **Fog of War** - Instead of loading the entire map, let the player
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discover the rooms
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- [ ] **Save / Load system** - Persist and restore game state between sessions
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- [ ] **More enemy variety** - Additional enemy types with unique abilities
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- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
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@ -100,8 +105,9 @@ in no particular order, are as follows:
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- [ ] **UI polish** - Better message log history, item descriptions, death
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screen
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In addition, it might be interesting to allow customizing the "world state" by
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as scripting API. Though, that is for much later.
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Later down the line it might be an interesting choice to provide a scripting
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API, likely with Lua, to allow customizing the game state and events. Though,
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that is for much later.
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## Attributions
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@ -118,4 +124,6 @@ Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio.
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This was perhaps my best experience in developing a graphical application, and
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CERTAINLY the most ergonomic when it comes to writing a game.
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---
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_I got rogged :/_
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12
src/common.h
12
src/common.h
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@ -4,6 +4,10 @@
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#include "settings.h"
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#include <raylib.h>
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typedef struct {
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int x, y;
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} Vec2;
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// Tile types
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typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
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@ -57,7 +61,7 @@ typedef struct {
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// Player
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typedef struct {
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int x, y;
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Vec2 position;
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int hp, max_hp;
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int attack;
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int defense;
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@ -83,7 +87,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
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// Enemy
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typedef struct {
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int x, y;
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Vec2 position;
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int hp;
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int max_hp;
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int attack;
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@ -104,12 +108,14 @@ typedef struct {
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} Enemy;
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// Floating damage text
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typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
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typedef struct {
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int x, y;
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int value;
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int lifetime; // frames remaining
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int is_critical;
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char label[8]; // non-empty -> show label instead of numeric value
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FloatingLabel label; // label type instead of string
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StatusEffectType effect_type; // used to pick color for proc labels
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} FloatingText;
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49
src/enemy.c
49
src/enemy.c
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@ -2,6 +2,7 @@
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#include "combat.h"
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#include "common.h"
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#include "map.h"
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#include "movement.h"
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#include "rng.h"
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#include <string.h>
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@ -29,7 +30,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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get_random_floor_tile(map, &ex, &ey, 50);
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// Don't spawn on player position
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if (ex == p->x && ey == p->y) {
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if (ex == p->position.x && ey == p->position.y) {
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continue;
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}
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@ -41,8 +42,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Create enemy
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Enemy e;
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memset(&e, 0, sizeof(Enemy));
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e.x = ex;
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e.y = ey;
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e.position.x = ex;
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e.position.y = ey;
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e.alive = 1;
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e.type = rng_int(ENEMY_GOBLIN, max_type);
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e.effect_count = 0;
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@ -127,7 +128,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Check if position has an enemy
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int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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for (int i = 0; i < count; i++) {
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if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
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if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) {
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return 1;
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}
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}
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@ -136,45 +137,37 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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// Check if enemy can see player (adjacent)
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static int can_see_player(Enemy *e, Player *p) {
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int dx = p->x - e->x;
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int dy = p->y - e->y;
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int dx = p->position.x - e->position.x;
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int dy = p->position.y - e->position.y;
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return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
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}
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// Check if position is occupied by player
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static int is_player_at(Player *p, int x, int y) {
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return (p->x == x && p->y == y);
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}
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// Move enemy toward player
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static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
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int dx = 0, dy = 0;
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if (p->x > e->x)
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if (p->position.x > e->position.x)
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dx = 1;
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else if (p->x < e->x)
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else if (p->position.x < e->position.x)
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dx = -1;
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if (p->y > e->y)
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if (p->position.y > e->position.y)
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dy = 1;
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else if (p->y < e->y)
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else if (p->position.y < e->position.y)
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dy = -1;
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// Try horizontal first, then vertical
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int new_x = e->x + dx;
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int new_y = e->y;
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Vec2 dir = {dx, 0};
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if (dx != 0) {
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MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
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if (r == MOVE_RESULT_MOVED)
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return;
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}
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if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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} else if (dy != 0) {
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new_x = e->x;
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new_y = e->y + dy;
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if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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e->y = new_y;
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}
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dir.x = 0;
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dir.y = dy;
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if (dy != 0) {
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try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
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}
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}
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110
src/main.c
110
src/main.c
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@ -4,6 +4,7 @@
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#include "enemy.h"
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#include "items.h"
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#include "map.h"
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#include "movement.h"
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#include "player.h"
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#include "raylib.h"
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#include "render.h"
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@ -42,14 +43,14 @@ static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_c
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gs->floating_texts[slot].x = x;
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gs->floating_texts[slot].y = y;
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gs->floating_texts[slot].value = value;
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gs->floating_texts[slot].lifetime = 60;
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gs->floating_texts[slot].lifetime = FLOATING_TEXT_LIFETIME;
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gs->floating_texts[slot].is_critical = is_critical;
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gs->floating_texts[slot].label[0] = '\0'; // numeric, no label
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gs->floating_texts[slot].label = LABEL_NONE;
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gs->floating_texts[slot].effect_type = EFFECT_NONE;
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}
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// spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN)
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static void spawn_floating_label(GameState *gs, int x, int y, const char *label, StatusEffectType effect_type) {
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static void spawn_floating_label(GameState *gs, int x, int y, FloatingLabel label, StatusEffectType effect_type) {
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int slot = float_slot(gs);
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if (slot < 0)
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return;
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@ -58,25 +59,24 @@ static void spawn_floating_label(GameState *gs, int x, int y, const char *label,
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gs->floating_texts[slot].value = 0;
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gs->floating_texts[slot].lifetime = 60;
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gs->floating_texts[slot].is_critical = 0;
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gs->floating_texts[slot].label = label;
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gs->floating_texts[slot].effect_type = effect_type;
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strncpy(gs->floating_texts[slot].label, label, 7);
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gs->floating_texts[slot].label[7] = '\0';
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}
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static const char *proc_label_for(StatusEffectType effect) {
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static FloatingLabel proc_label_for(StatusEffectType effect) {
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switch (effect) {
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case EFFECT_POISON:
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return "POISON!";
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return LABEL_PROC;
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case EFFECT_BLEED:
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return "BLEED!";
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return LABEL_PROC;
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case EFFECT_BURN:
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return "BURN!";
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return LABEL_PROC;
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case EFFECT_STUN:
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return "STUN!";
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return LABEL_PROC;
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case EFFECT_WEAKEN:
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return "WEAKEN!";
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return LABEL_PROC;
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default:
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return "";
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return LABEL_NONE;
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}
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}
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@ -92,8 +92,8 @@ static void update_effects(GameState *gs) {
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// update screen shake
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if (gs->screen_shake > 0) {
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gs->screen_shake--;
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gs->shake_x = rng_int(-4, 4);
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gs->shake_y = rng_int(-4, 4);
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gs->shake_x = rng_int(-SHAKE_MAX_OFFSET, SHAKE_MAX_OFFSET);
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gs->shake_y = rng_int(-SHAKE_MAX_OFFSET, SHAKE_MAX_OFFSET);
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} else {
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gs->shake_x = 0;
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gs->shake_y = 0;
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@ -118,8 +118,8 @@ static void init_floor(GameState *gs, int floor_num) {
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gs->floors_reached = 1;
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} else {
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// Move player to new floor position
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gs->player.x = start_x;
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gs->player.y = start_y;
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gs->player.position.x = start_x;
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gs->player.position.y = start_y;
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}
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gs->player.floor = floor_num;
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@ -138,8 +138,9 @@ static void tick_all_effects(GameState *gs) {
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// Player effects
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int player_effect_dmg = combat_tick_effects(&gs->player);
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if (player_effect_dmg > 0) {
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
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gs->screen_shake = 4;
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spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg,
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0);
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gs->screen_shake = SHAKE_EFFECT_DURATION;
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}
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// Check if player died from effects
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@ -156,7 +157,7 @@ static void tick_all_effects(GameState *gs) {
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continue;
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int enemy_effect_dmg = combat_tick_enemy_effects(e);
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if (enemy_effect_dmg > 0) {
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spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0);
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spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0);
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}
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if (!e->alive) {
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add_log(gs, "Enemy died from effects!");
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@ -174,7 +175,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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return;
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// Check if stepped on stairs
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if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
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if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
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gs->awaiting_descend = 1;
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gs->last_message = "Descend to next floor? (Y/N)";
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gs->message_timer = 120;
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|
@ -183,11 +184,11 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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// combat feedback - player attacked an enemy this turn
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if (attacked_enemy != NULL) {
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int ex = attacked_enemy->x * TILE_SIZE + 8;
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int ey = attacked_enemy->y * TILE_SIZE;
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int ex = attacked_enemy->position.x * TILE_SIZE + 8;
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int ey = attacked_enemy->position.y * TILE_SIZE;
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if (combat_was_dodged()) {
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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 +196,21 @@ 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++;
|
||||
}
|
||||
|
|
@ -222,11 +223,11 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
|
|||
// Check if player took damage
|
||||
if (combat_was_player_damage() && combat_get_last_damage() > 0) {
|
||||
audio_play_player_damage(gs);
|
||||
gs->screen_shake = 8;
|
||||
gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
|
||||
gs->damage_taken += combat_get_last_damage();
|
||||
gs->times_hit++;
|
||||
spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
|
||||
combat_was_critical());
|
||||
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
|
||||
combat_get_last_damage(), combat_was_critical());
|
||||
}
|
||||
|
||||
// Set message and check game over
|
||||
|
|
@ -389,7 +390,7 @@ static int handle_movement_input(GameState *gs) {
|
|||
|
||||
// Check for manual item pickup (G key)
|
||||
if (IsKeyPressed(KEY_G)) {
|
||||
Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
|
||||
Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.position.x, gs->player.position.y);
|
||||
if (item != NULL) {
|
||||
if (player_pickup(&gs->player, item)) {
|
||||
gs->items_collected++;
|
||||
|
|
@ -418,38 +419,45 @@ static int handle_movement_input(GameState *gs) {
|
|||
}
|
||||
}
|
||||
|
||||
// Movement: use IsKeyDown for held-key repeat
|
||||
int dx = 0, dy = 0;
|
||||
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
||||
dy = -1;
|
||||
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
||||
dy = 1;
|
||||
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
||||
dx = -1;
|
||||
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
|
||||
dx = 1;
|
||||
|
||||
if (dx == 0 && dy == 0)
|
||||
Vec2 direction = {0, 0};
|
||||
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
||||
direction.y = -1;
|
||||
else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
||||
direction.y = 1;
|
||||
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
||||
direction.x = -1;
|
||||
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
|
||||
direction.x = 1;
|
||||
|
||||
if (direction.x == 0 && direction.y == 0)
|
||||
return 0;
|
||||
|
||||
// Reset combat event before player acts
|
||||
combat_reset_event();
|
||||
|
||||
int new_x = gs->player.x + dx;
|
||||
int new_y = gs->player.y + dy;
|
||||
|
||||
int new_x = gs->player.position.x + direction.x;
|
||||
int new_y = gs->player.position.y + direction.y;
|
||||
|
||||
Enemy *target = NULL;
|
||||
int action = 0;
|
||||
|
||||
// Attack enemy at target tile, or move into it
|
||||
Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
|
||||
if (target != NULL) {
|
||||
player_attack(&gs->player, target);
|
||||
MoveResult result =
|
||||
try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
|
||||
if (result == MOVE_RESULT_MOVED) {
|
||||
player_on_move(&gs->player);
|
||||
action = 1;
|
||||
} else {
|
||||
action = player_move(&gs->player, dx, dy, &gs->map);
|
||||
} else if (result == MOVE_RESULT_BLOCKED_ENEMY) {
|
||||
target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
|
||||
if (target != NULL) {
|
||||
player_attack(&gs->player, target);
|
||||
action = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (action)
|
||||
post_action(gs, target); // target is NULL on move, enemy ptr on attack
|
||||
post_action(gs, target);
|
||||
|
||||
return action;
|
||||
}
|
||||
|
|
|
|||
29
src/movement.c
Normal file
29
src/movement.c
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#include "movement.h"
|
||||
#include "enemy.h"
|
||||
#include "map.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
// Check if position is occupied by player
|
||||
static int is_player_at(Player *p, int x, int y) {
|
||||
return (p->position.x == x && p->position.y == y);
|
||||
}
|
||||
|
||||
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
|
||||
bool moving_is_player) {
|
||||
int new_x = p->x + direction.x;
|
||||
int new_y = p->y + direction.y;
|
||||
|
||||
if (!is_floor(map, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_WALL;
|
||||
|
||||
if (is_enemy_at(enemies, enemy_count, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_ENEMY;
|
||||
if (!moving_is_player) {
|
||||
if (is_player_at(player, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_PLAYER;
|
||||
}
|
||||
|
||||
p->x = new_x;
|
||||
p->y = new_y;
|
||||
return MOVE_RESULT_MOVED;
|
||||
}
|
||||
17
src/movement.h
Normal file
17
src/movement.h
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#ifndef MOVEMENT_H
|
||||
#define MOVEMENT_H
|
||||
|
||||
#include "common.h"
|
||||
|
||||
typedef enum {
|
||||
MOVE_RESULT_MOVED,
|
||||
MOVE_RESULT_BLOCKED_WALL,
|
||||
MOVE_RESULT_BLOCKED_PLAYER,
|
||||
MOVE_RESULT_BLOCKED_ENEMY
|
||||
} MoveResult;
|
||||
|
||||
// Attempts to move entity in a given direction. Returns outcome of action.
|
||||
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
|
||||
bool moving_is_player);
|
||||
|
||||
#endif // MOVEMENT_H
|
||||
31
src/player.c
31
src/player.c
|
|
@ -2,15 +2,12 @@
|
|||
#include "combat.h"
|
||||
#include "common.h"
|
||||
#include "items.h"
|
||||
#include "map.h"
|
||||
#include "settings.h"
|
||||
#include "utils.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
void player_init(Player *p, int x, int y) {
|
||||
p->x = x;
|
||||
p->y = y;
|
||||
p->position.x = x;
|
||||
p->position.y = y;
|
||||
p->hp = PLAYER_BASE_HP;
|
||||
p->max_hp = PLAYER_BASE_HP;
|
||||
p->attack = PLAYER_BASE_ATTACK;
|
||||
|
|
@ -43,36 +40,20 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) {
|
|||
if (count > MAX_ENEMIES)
|
||||
count = MAX_ENEMIES;
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y)
|
||||
if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y)
|
||||
return &enemies[i];
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
int player_move(Player *p, int dx, int dy, Map *map) {
|
||||
int new_x = p->x + dx;
|
||||
int new_y = p->y + dy;
|
||||
|
||||
// Check bounds
|
||||
if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT))
|
||||
return 0;
|
||||
|
||||
// Check if walkable
|
||||
if (!is_floor(map, new_x, new_y))
|
||||
return 0;
|
||||
|
||||
// Move player
|
||||
p->x = new_x;
|
||||
p->y = new_y;
|
||||
void player_on_move(Player *p) {
|
||||
p->step_count += 1;
|
||||
// Regen suppressed while poisoned, bleeding, or burning
|
||||
if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
|
||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) &&
|
||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
|
||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
|
||||
p->hp += 1;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void player_attack(Player *p, Enemy *e) {
|
||||
|
|
@ -228,8 +209,8 @@ int player_drop_item(Player *p, int inv_index, Item *items, int item_count) {
|
|||
if (items[i].picked_up) {
|
||||
// Place dropped item at this position
|
||||
items[i] = *item;
|
||||
items[i].x = p->x;
|
||||
items[i].y = p->y;
|
||||
items[i].x = p->position.x;
|
||||
items[i].y = p->position.y;
|
||||
items[i].picked_up = 0;
|
||||
// Remove from inventory
|
||||
player_remove_inventory_item(p, inv_index);
|
||||
|
|
|
|||
|
|
@ -6,8 +6,8 @@
|
|||
// Initialize player at position
|
||||
void player_init(Player *p, int x, int y);
|
||||
|
||||
// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked
|
||||
int player_move(Player *p, int dx, int dy, Map *map);
|
||||
// Apply status effects, healing, etc
|
||||
void player_on_move(Player *p);
|
||||
|
||||
// Find a living enemy at tile (x, y); returns NULL if none
|
||||
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y);
|
||||
|
|
|
|||
115
src/render.c
115
src/render.c
|
|
@ -30,7 +30,8 @@ void render_map(const Map *map) {
|
|||
}
|
||||
|
||||
void render_player(const Player *p) {
|
||||
Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
|
||||
Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
|
||||
(float)TILE_SIZE};
|
||||
DrawRectangleRec(rect, BLUE);
|
||||
}
|
||||
|
||||
|
|
@ -39,20 +40,20 @@ void render_enemies(const Enemy *enemies, int count) {
|
|||
if (!enemies[i].alive)
|
||||
continue;
|
||||
|
||||
Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE,
|
||||
(float)TILE_SIZE};
|
||||
Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
|
||||
(float)TILE_SIZE, (float)TILE_SIZE};
|
||||
|
||||
// Different colors based on enemy type
|
||||
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;
|
||||
|
|
@ -72,8 +73,8 @@ void render_enemies(const Enemy *enemies, int count) {
|
|||
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};
|
||||
Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4),
|
||||
(float)hp_pixels, 3};
|
||||
DrawRectangleRec(hp_bar, bar_color);
|
||||
}
|
||||
}
|
||||
|
|
@ -91,13 +92,13 @@ 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;
|
||||
|
|
@ -377,11 +378,12 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
|
|||
|
||||
// Item name
|
||||
const char *name = item_get_name(item);
|
||||
Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
|
||||
if (name) {
|
||||
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}, 14, NORM_CHAR_SPACE, 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);
|
||||
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW);
|
||||
|
|
@ -407,34 +409,60 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
|
|||
}
|
||||
|
||||
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)
|
||||
|
|
@ -445,13 +473,14 @@ 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};
|
||||
|
|
|
|||
70
src/render.h
70
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);
|
||||
|
||||
|
|
|
|||
|
|
@ -56,4 +56,15 @@
|
|||
#define PLAYER_BASE_DODGE 5
|
||||
#define PLAYER_BASE_BLOCK 0
|
||||
|
||||
// Screen shake
|
||||
#define SHAKE_EFFECT_DURATION 4
|
||||
#define SHAKE_PLAYER_DAMAGE_DURATION 8
|
||||
#define SHAKE_MAX_OFFSET 4
|
||||
|
||||
// Floating text
|
||||
#define FLOATING_TEXT_LIFETIME 60
|
||||
|
||||
// Message timer
|
||||
#define MESSAGE_TIMER_DURATION 60
|
||||
|
||||
#endif // SETTINGS_H
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue