diff --git a/build.zig b/build.zig index 76a85b1..e63af2c 100644 --- a/build.zig +++ b/build.zig @@ -49,6 +49,28 @@ pub fn build(b: *std.Build) void { // utils.h is co-located with map.c map_lib.addIncludePath(b.path("libs/map")); + // Tileset library + const tileset_obj = b.addObject(.{ + .name = "tileset", + .root_module = b.createModule(.{ + .target = target, + .optimize = optimize, + .link_libc = true, + }), + }); + tileset_obj.addCSourceFiles(.{ + .files = &[_][]const u8{ + "libs/tileset/tileset.c", + "libs/tileset/tileset_paint.c", + }, + .flags = &c_flags, + }); + // tileset.h includes settings.h which lives in src/ + tileset_obj.addIncludePath(b.path("src")); + // tileset.c includes tileset.h which is co-located + tileset_obj.addIncludePath(b.path("libs/tileset")); + tileset_obj.linkSystemLibrary("raylib"); + // Zig combat library. This must be compiled as an object and linked // directly to bypassing the archive step, or it yields a corrupt // archive that forces the user to clear the cache each time. @@ -98,6 +120,7 @@ pub fn build(b: *std.Build) void { exe.linkLibrary(rng_lib); exe.linkLibrary(map_lib); + exe.addObject(tileset_obj); exe.addObject(combat_obj); exe.linkSystemLibrary("raylib"); exe.linkSystemLibrary("m"); diff --git a/libs/map/map.c b/libs/map/map.c index 911d487..4901669 100644 --- a/libs/map/map.c +++ b/libs/map/map.c @@ -2,6 +2,7 @@ #include "rng/rng.h" #include "settings.h" #include "utils.h" +#include #include #include @@ -20,7 +21,7 @@ void map_init(Map *map) { int is_floor(const Map *map, int x, int y) { if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) return 0; - return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS; + return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS || map->tiles[y][x] == TILE_DOOR_OPEN || map->tiles[y][x] == TILE_DOOR_RUINED; } void get_room_center(Room *room, int *cx, int *cy) { @@ -109,6 +110,32 @@ static int generate_rooms(Map *map, Room *rooms, int floor) { return room_count; } +// Check if a tile is at a room boundary (adjacent to wall but inside room) +static int is_room_boundary(Map *map, int x, int y) { + // Must be floor + if (map->tiles[y][x] != TILE_FLOOR) + return 0; + // Must have at least one adjacent wall + if (in_bounds(x - 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x - 1] == TILE_WALL) + return 1; + if (in_bounds(x + 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x + 1] == TILE_WALL) + return 1; + if (in_bounds(x, y - 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y - 1][x] == TILE_WALL) + return 1; + if (in_bounds(x, y + 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y + 1][x] == TILE_WALL) + return 1; + return 0; +} + +// Place doors at corridor-room junctions +// DISABLED: Door placement removed per user request +static void place_doors(Map *map, Room *rooms, int room_count) { + (void)map; + (void)rooms; + (void)room_count; + // No-op: doors disabled +} + // Connect all rooms with corridors static void connect_rooms(Map *map, Room *rooms, int room_count) { for (int i = 0; i < room_count - 1; i++) { @@ -125,6 +152,9 @@ static void connect_rooms(Map *map, Room *rooms, int room_count) { carve_h_corridor(map, cx1, cx2, cy2); } } + + // Place doors after all corridors are carved + place_doors(map, rooms, room_count); } // Place stairs in the last room (furthest from start) @@ -134,7 +164,38 @@ static void place_stairs(Map *map, Room *rooms, int room_count) { int cx, cy; get_room_center(last_room, &cx, &cy); - // Place stairs at center of last room + // Ensure stairs are placed on a floor tile, not a wall + if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) { + map->tiles[cy][cx] = TILE_STAIRS; + return; + } + + // 3x3 fallback + for (int dy = -1; dy <= 1; dy++) { + for (int dx = -1; dx <= 1; dx++) { + int nx = cx + dx; + int ny = cy + dy; + if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) { + map->tiles[ny][nx] = TILE_STAIRS; + return; + } + } + } + + // Expanded fallback: scan the room for any floor tile + for (int dy = 0; dy < last_room->h; dy++) { + for (int dx = 0; dx < last_room->w; dx++) { + int nx = last_room->x + dx; + int ny = last_room->y + dy; + if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) { + map->tiles[ny][nx] = TILE_STAIRS; + return; + } + } + } + + // Final fallback: force the center tile to stairs regardless of type + fprintf(stderr, "Warning: No floor tile found for stairs at room center (%d, %d). Forcing stairs placement.\n", cx, cy); if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) { map->tiles[cy][cx] = TILE_STAIRS; } diff --git a/libs/tileset/tileset.c b/libs/tileset/tileset.c new file mode 100644 index 0000000..afe1567 --- /dev/null +++ b/libs/tileset/tileset.c @@ -0,0 +1,122 @@ +#include "tileset.h" +#include +#include +#include + +int tileset_init(Tileset *ts, int tile_w, int tile_h) { + if (ts == NULL) + return 0; + if (tile_w <= 0 || tile_h <= 0) + return 0; + + memset(ts, 0, sizeof(Tileset)); + + ts->tile_w = tile_w; + ts->tile_h = tile_h; + + // Compute grid dimensions to fit MAX_TILE_ID tiles + ts->atlas_cols = 4; // 4 columns + ts->atlas_rows = (MAX_TILE_ID + ts->atlas_cols - 1) / ts->atlas_cols; // round up + + int atlas_w = ts->atlas_cols * tile_w; + int atlas_h = ts->atlas_rows * tile_h; + + // Validate atlas dimensions are reasonable + if (atlas_w <= 0 || atlas_h <= 0 || atlas_w > 4096 || atlas_h > 4096) + return 0; + + ts->render_target = LoadRenderTexture(atlas_w, atlas_h); + if (ts->render_target.id == 0) + return 0; + + // Clear to transparent so unpainted regions don't show artifacts + BeginTextureMode(ts->render_target); + ClearBackground(BLANK); + EndTextureMode(); + + ts->finalized = 0; + ts->tile_count = 0; + return 1; +} + +int tileset_register(Tileset *ts, int id) { + if (ts == NULL) + return 0; + if (id < 0 || id >= MAX_TILE_ID) + return 0; + if (ts->render_target.id == 0) + return 0; + if (ts->finalized) + return 0; + if (ts->regions[id].width != 0) + return 0; // already registered + + int col = id % ts->atlas_cols; + int row = id / ts->atlas_cols; + + ts->regions[id] = (Rectangle){ + (float)(col * ts->tile_w), + (float)(row * ts->tile_h), + (float)ts->tile_w, + (float)ts->tile_h + }; + ts->tile_count++; + return 1; +} + +int tileset_finalize(Tileset *ts) { + if (ts == NULL) + return 0; + if (ts->render_target.id == 0) + return 0; + if (ts->finalized) + return 1; // already finalized + + // Convert RenderTexture to regular Texture2D + // RenderTexture textures are flipped vertically in raylib, so we need to handle that + Texture2D old_texture = ts->render_target.texture; + + // Create a new texture from the render texture data + Image img = LoadImageFromTexture(old_texture); + if (img.data == NULL) { + return 0; + } + + // Flip image vertically because RenderTexture is upside-down + ImageFlipVertical(&img); + + Texture2D new_tex = LoadTextureFromImage(img); + UnloadImage(img); + + if (new_tex.id == 0) { + return 0; + } + + // Unload the old render texture and replace with the new regular texture + UnloadRenderTexture(ts->render_target); + ts->render_target.id = 0; + ts->atlas = new_tex; + ts->finalized = 1; + return 1; +} + +Rectangle tileset_get_region(const Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return (Rectangle){0, 0, 0, 0}; + if (!ts->finalized) + return (Rectangle){0, 0, 0, 0}; + return ts->regions[id]; +} + +void tileset_destroy(Tileset *ts) { + if (ts == NULL) + return; + if (ts->finalized) { + if (ts->atlas.id != 0) + UnloadTexture(ts->atlas); + } else { + if (ts->render_target.id != 0) + UnloadRenderTexture(ts->render_target); + } + memset(ts, 0, sizeof(Tileset)); +} diff --git a/libs/tileset/tileset.h b/libs/tileset/tileset.h new file mode 100644 index 0000000..a85adb3 --- /dev/null +++ b/libs/tileset/tileset.h @@ -0,0 +1,91 @@ +#ifndef TILESET_H +#define TILESET_H + +#include "settings.h" +#include + +// Maximum number of tiles that can be registered in a single atlas +#define MAX_TILE_ID 32 + +// Tile IDs for map tiles (variants for visual variety) +#define TILE_WALL_0 0 +#define TILE_WALL_1 1 +#define TILE_FLOOR_0 2 +#define TILE_FLOOR_1 3 +#define TILE_FLOOR_2 4 +#define TILE_FLOOR_3 5 +#define TILE_STAIRS 6 + +// Sprite IDs for entities +#define SPRITE_PLAYER 7 +#define SPRITE_PLAYER_WALK_0 8 +#define SPRITE_PLAYER_WALK_1 9 +#define SPRITE_PLAYER_ATTACK 10 +#define SPRITE_ENEMY_GOBLIN 11 +#define SPRITE_ENEMY_GOBLIN_WALK_0 12 +#define SPRITE_ENEMY_GOBLIN_WALK_1 13 +#define SPRITE_ENEMY_GOBLIN_ATTACK 14 +#define SPRITE_ENEMY_SKELETON 15 +#define SPRITE_ENEMY_SKELETON_WALK_0 16 +#define SPRITE_ENEMY_SKELETON_WALK_1 17 +#define SPRITE_ENEMY_SKELETON_ATTACK 18 +#define SPRITE_ENEMY_ORC 19 +#define SPRITE_ENEMY_ORC_WALK_0 20 +#define SPRITE_ENEMY_ORC_WALK_1 21 +#define SPRITE_ENEMY_ORC_ATTACK 22 +#define SPRITE_ITEM_POTION 23 +#define SPRITE_ITEM_WEAPON 24 +#define SPRITE_ITEM_ARMOR 25 + +// Door tiles +#define TILE_DOOR_CLOSED_SPRITE 26 +#define TILE_DOOR_OPEN_SPRITE 27 + +// Effect/status sprites +#define SPRITE_EFFECT_BURN 28 +#define SPRITE_EFFECT_POISON 29 +#define SPRITE_EFFECT_BLOCK 30 +#define SPRITE_SLASH_EFFECT 31 + +// Total count of defined tiles +#define NUM_TILE_IDS 32 + +// Tileset encapsulates a GPU texture atlas with sub-rectangle regions per tile ID. +// The atlas is built at startup by painting into a RenderTexture, then finalized +// into a regular Texture2D for efficient drawing via DrawTexturePro. +typedef struct { + RenderTexture2D render_target; // RenderTexture for painting (valid before finalize) + Texture2D atlas; // GPU texture (valid after finalize) + int tile_w; // width of each tile in pixels + int tile_h; // height of each tile in pixels + Rectangle regions[MAX_TILE_ID]; // sub-rectangles within atlas for each tile ID + int tile_count; // number of registered tiles + int atlas_cols; // number of columns in the atlas grid + int atlas_rows; // number of rows in the atlas grid + int finalized; // 1 after tileset_finalize called, 0 otherwise +} Tileset; + +// Initialize a tileset with the given tile dimensions. +// Computes atlas grid size based on MAX_TILE_ID and allocates a RenderTexture. +// Returns 0 on failure (e.g., RenderTexture allocation failed), non-zero on success. +int tileset_init(Tileset *ts, int tile_w, int tile_h); + +// Register a tile ID with its atlas region. +// The region is computed automatically based on tile_w/tile_h and the ID index. +// Returns 0 if the ID is out of bounds or already registered, non-zero on success. +int tileset_register(Tileset *ts, int id); + +// Finalize the tileset: converts the internal RenderTexture into a regular Texture2D +// suitable for DrawTexturePro. After this call, painting functions must not be used. +// Returns 0 on failure, non-zero on success. +int tileset_finalize(Tileset *ts); + +// Get the atlas sub-rectangle for a given tile ID. +// Returns a zeroed Rectangle if the ID is invalid or not registered. +Rectangle tileset_get_region(const Tileset *ts, int id); + +// Destroy a tileset, unloading the atlas texture and zeroing the struct. +// Safe to call on a zero-initialized or already-destroyed tileset. +void tileset_destroy(Tileset *ts); + +#endif // TILESET_H diff --git a/libs/tileset/tileset_paint.c b/libs/tileset/tileset_paint.c new file mode 100644 index 0000000..7b79687 --- /dev/null +++ b/libs/tileset/tileset_paint.c @@ -0,0 +1,854 @@ +#include "tileset_paint.h" +#include +#include + +// Simple LCG for deterministic noise (seeded by position) +static unsigned int lcg_seed = 0; +static void lcg_srand(unsigned int seed) { lcg_seed = seed; } +static unsigned int lcg_rand(void) { + lcg_seed = lcg_seed * 1103515245 + 12345; + return lcg_seed; +} + +static int lcg_rand_range(int min, int max) { + return min + (int)(lcg_rand() % (unsigned int)(max - min + 1)); +} + +// Helper: get the RenderTexture target for painting a specific tile ID +static RenderTexture2D get_target(Tileset *ts) { + return ts->render_target; +} + +// Helper: compute screen offset for a tile ID within the atlas +static Vector2 get_paint_offset(Tileset *ts, int id) { + int col = id % ts->atlas_cols; + int row = id / ts->atlas_cols; + return (Vector2){(float)(col * ts->tile_w), (float)(row * ts->tile_h)}; +} + +void paint_wall_tile(Tileset *ts, int id, int variant) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int w = ts->tile_w; + int h = ts->tile_h; + + BeginTextureMode(ts->render_target); + + // Base color: much darker for better contrast against floor + Color base = variant == 0 ? (Color){45, 42, 38, 255} : (Color){35, 32, 28, 255}; + DrawRectangle((int)off.x, (int)off.y, w, h, base); + + // Brick pattern + int brick_h = h / 3; + int brick_w = w / 2; + Color mortar = (Color){25, 22, 18, 255}; + Color brick_light = variant == 0 ? (Color){70, 65, 60, 255} : (Color){50, 47, 43, 255}; + Color brick_dark = variant == 0 ? (Color){40, 37, 33, 255} : (Color){30, 27, 24, 255}; + + for (int row = 0; row < 3; row++) { + int y = (int)off.y + row * brick_h; + int offset_x = (row % 2 == 0) ? 0 : brick_w / 2; + for (int col = -1; col < 3; col++) { + int x = (int)off.x + offset_x + col * brick_w; + if (x >= (int)off.x + w) + break; + if (x + brick_w <= (int)off.x) + continue; + + // Clip to tile bounds + int draw_x = x < (int)off.x ? (int)off.x : x; + int draw_w = brick_w; + if (draw_x + draw_w > (int)off.x + w) + draw_w = (int)off.x + w - draw_x; + + Color c = ((col + row) % 2 == 0) ? brick_light : brick_dark; + DrawRectangle(draw_x, y, draw_w, brick_h - 1, c); + } + } + + // Mortar lines + for (int row = 1; row < 3; row++) { + int y = (int)off.y + row * brick_h; + DrawLine((int)off.x, y, (int)off.x + w - 1, y, mortar); + } + + EndTextureMode(); +} + +void paint_floor_tile(Tileset *ts, int id, int variant) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int w = ts->tile_w; + int h = ts->tile_h; + + BeginTextureMode(ts->render_target); + + // Base stone color - lighter than walls for contrast + Color base = (Color){75, 72, 68, 255}; + DrawRectangle((int)off.x, (int)off.y, w, h, base); + + // Seeded noise based on variant + lcg_srand((unsigned int)(variant * 7919 + id * 104729)); + + // Dithered noise dots - lighter shades + int num_dots = 8 + variant * 4; + for (int i = 0; i < num_dots; i++) { + int px = (int)off.x + lcg_rand_range(1, w - 2); + int py = (int)off.y + lcg_rand_range(1, h - 2); + int shade = lcg_rand_range(0, 3); + Color c; + if (shade == 0) + c = (Color){85, 82, 78, 255}; + else if (shade == 1) + c = (Color){65, 62, 58, 255}; + else + c = (Color){90, 87, 83, 255}; + DrawPixel(px, py, c); + } + + // Occasional crack line + if (variant >= 2) { + int crack_x = (int)off.x + lcg_rand_range(2, w - 3); + int crack_y = (int)off.y + lcg_rand_range(2, h - 3); + int crack_len = lcg_rand_range(2, 4); + int crack_dir = lcg_rand_range(0, 1); // 0 = horizontal, 1 = vertical + Color crack_color = (Color){55, 52, 48, 255}; + for (int i = 0; i < crack_len; i++) { + if (crack_dir == 0) + DrawPixel(crack_x + i, crack_y, crack_color); + else + DrawPixel(crack_x, crack_y + i, crack_color); + } + } + + EndTextureMode(); +} + +void paint_stairs_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int w = ts->tile_w; + int h = ts->tile_h; + + BeginTextureMode(ts->render_target); + + // Dark stone background + DrawRectangle((int)off.x, (int)off.y, w, h, (Color){40, 38, 35, 255}); + + // Stair steps (3 steps) + int step_h = h / 4; + Color step_light = (Color){100, 95, 90, 255}; + Color step_dark = (Color){60, 57, 53, 255}; + + for (int i = 0; i < 3; i++) { + int y = (int)off.y + h - (i + 1) * step_h; + int inset = i * 2; + int x = (int)off.x + inset; + DrawRectangle(x, y, w - inset * 2, step_h - 1, step_light); + DrawLine(x, y + step_h - 1, x + w - inset * 2 - 1, y + step_h - 1, step_dark); + } + + // ">" symbol on top step + int top_y = (int)off.y + 2; + int cx = (int)off.x + w / 2; + Color arrow = (Color){180, 175, 170, 255}; + DrawPixel(cx, top_y, arrow); + DrawPixel(cx - 1, top_y + 1, arrow); + DrawPixel(cx + 1, top_y + 1, arrow); + DrawPixel(cx - 2, top_y + 2, arrow); + DrawPixel(cx + 2, top_y + 2, arrow); + DrawPixel(cx, top_y + 3, arrow); + + EndTextureMode(); +} + +static void draw_player_base(Tileset *ts, int id, int leg_offset_left, int leg_offset_right, int arm_offset_left, int arm_offset_right) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int w = ts->tile_w; + int h = ts->tile_h; + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + + // Clear to transparent + DrawRectangle(ox, oy, w, h, BLANK); + + // Simple adventurer silhouette (16x16) + Color skin = (Color){230, 200, 160, 255}; + Color tunic = (Color){60, 100, 180, 255}; + Color pants = (Color){80, 60, 40, 255}; + Color boots = (Color){50, 40, 30, 255}; + Color hair = (Color){120, 80, 40, 255}; + + // Head (3x3) + DrawRectangle(ox + 6, oy + 2, 4, 3, skin); + // Hair + DrawRectangle(ox + 6, oy + 1, 4, 1, hair); + DrawPixel(ox + 5, oy + 2, hair); + DrawPixel(ox + 10, oy + 2, hair); + + // Body/tunic (4x5) + DrawRectangle(ox + 5, oy + 5, 6, 5, tunic); + // Belt + DrawRectangle(ox + 5, oy + 9, 6, 1, (Color){120, 80, 30, 255}); + + // Legs with offset for walking animation + DrawRectangle(ox + 6 + leg_offset_left, oy + 10, 2, 4, pants); + DrawRectangle(ox + 8 + leg_offset_right, oy + 10, 2, 4, pants); + + // Boots with offset + DrawRectangle(ox + 6 + leg_offset_left, oy + 14, 2, 2, boots); + DrawRectangle(ox + 8 + leg_offset_right, oy + 14, 2, 2, boots); + + // Arms with offset + DrawRectangle(ox + 3 + arm_offset_left, oy + 6, 2, 3, skin); + DrawRectangle(ox + 11 + arm_offset_right, oy + 6, 2, 3, skin); + + EndTextureMode(); +} + +void paint_player_tile(Tileset *ts, int id) { + // Idle pose - no offsets + draw_player_base(ts, id, 0, 0, 0, 0); +} + +void paint_player_walk_tile(Tileset *ts, int id, int frame) { + // Frame 0: left leg forward, right leg back + // Frame 1: right leg forward, left leg back + int leg_left = (frame == 0) ? -1 : 1; + int leg_right = (frame == 0) ? 1 : -1; + int arm_left = (frame == 0) ? 1 : -1; + int arm_right = (frame == 0) ? -1 : 1; + draw_player_base(ts, id, leg_left, leg_right, arm_left, arm_right); +} + +void paint_player_attack_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int w = ts->tile_w; + int h = ts->tile_h; + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + + // Clear to transparent + DrawRectangle(ox, oy, w, h, BLANK); + + // Attack pose - lunging forward with sword arm extended + Color skin = (Color){230, 200, 160, 255}; + Color tunic = (Color){60, 100, 180, 255}; + Color pants = (Color){80, 60, 40, 255}; + Color boots = (Color){50, 40, 30, 255}; + Color hair = (Color){120, 80, 40, 255}; + Color steel = (Color){180, 180, 190, 255}; + + // Head (3x3) + DrawRectangle(ox + 7, oy + 2, 4, 3, skin); + // Hair + DrawRectangle(ox + 7, oy + 1, 4, 1, hair); + DrawPixel(ox + 6, oy + 2, hair); + DrawPixel(ox + 11, oy + 2, hair); + + // Body/tunic (4x5) - shifted right for lunge + DrawRectangle(ox + 6, oy + 5, 6, 5, tunic); + // Belt + DrawRectangle(ox + 6, oy + 9, 6, 1, (Color){120, 80, 30, 255}); + + // Legs - left forward, right back + DrawRectangle(ox + 5, oy + 10, 2, 4, pants); + DrawRectangle(ox + 9, oy + 10, 2, 4, pants); + + // Boots + DrawRectangle(ox + 5, oy + 14, 2, 2, boots); + DrawRectangle(ox + 9, oy + 14, 2, 2, boots); + + // Left arm (back) + DrawRectangle(ox + 4, oy + 6, 2, 3, skin); + + // Right arm extended forward with sword + DrawRectangle(ox + 12, oy + 6, 3, 2, skin); + // Sword blade + DrawRectangle(ox + 14, oy + 4, 1, 6, steel); + // Sword hilt + DrawRectangle(ox + 13, oy + 7, 3, 1, (Color){100, 80, 40, 255}); + + EndTextureMode(); +} + +// Helper: draw goblin base with configurable leg/arm offsets +static void draw_goblin_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + Color skin = (Color){80, 140, 60, 255}; + Color dark = (Color){50, 90, 35, 255}; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Head (large, hunched forward) + DrawRectangle(ox + 4, oy + 3, 8, 6, skin); + // Eyes (angry) + DrawPixel(ox + 5, oy + 5, (Color){200, 50, 50, 255}); + DrawPixel(ox + 10, oy + 5, (Color){200, 50, 50, 255}); + // Ears (pointy) + DrawPixel(ox + 3, oy + 4, skin); + DrawPixel(ox + 12, oy + 4, skin); + // Body (small, hunched) + DrawRectangle(ox + 5, oy + 9, 6, 4, dark); + // Legs with offsets + DrawRectangle(ox + 5 + leg_left, oy + 13, 2, 3, skin); + DrawRectangle(ox + 9 + leg_right, oy + 13, 2, 3, skin); + // Arms with offsets + DrawRectangle(ox + 3 + arm_left, oy + 10, 2, 2, skin); + DrawRectangle(ox + 11 + arm_right, oy + 10, 2, 2, skin); + + EndTextureMode(); +} + +// Helper: draw skeleton base with configurable leg/arm offsets +static void draw_skeleton_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + Color bone = (Color){220, 220, 210, 255}; + Color dark_bone = (Color){180, 180, 170, 255}; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Skull + DrawRectangle(ox + 5, oy + 2, 6, 5, bone); + // Eye sockets + DrawPixel(ox + 6, oy + 4, (Color){20, 20, 20, 255}); + DrawPixel(ox + 9, oy + 4, (Color){20, 20, 20, 255}); + // Ribs + for (int i = 0; i < 3; i++) { + DrawRectangle(ox + 4, oy + 8 + i * 2, 8, 1, bone); + } + // Spine + DrawRectangle(ox + 7, oy + 7, 2, 6, dark_bone); + // Legs with offsets + DrawRectangle(ox + 5 + leg_left, oy + 13, 2, 3, bone); + DrawRectangle(ox + 9 + leg_right, oy + 13, 2, 3, bone); + // Arms with offsets + DrawRectangle(ox + 3 + arm_left, oy + 8, 2, 3, bone); + DrawRectangle(ox + 11 + arm_right, oy + 8, 2, 3, bone); + + EndTextureMode(); +} + +// Helper: draw orc base with configurable leg/arm offsets +static void draw_orc_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + Color skin = (Color){60, 100, 45, 255}; + Color dark = (Color){40, 70, 30, 255}; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Large head + DrawRectangle(ox + 3, oy + 2, 10, 7, skin); + // Small angry eyes + DrawPixel(ox + 5, oy + 5, (Color){250, 250, 50, 255}); + DrawPixel(ox + 10, oy + 5, (Color){250, 250, 50, 255}); + // Tusks + DrawPixel(ox + 6, oy + 7, (Color){240, 240, 220, 255}); + DrawPixel(ox + 9, oy + 7, (Color){240, 240, 220, 255}); + // Broad body + DrawRectangle(ox + 3, oy + 9, 10, 5, dark); + // Thick legs with offsets + DrawRectangle(ox + 4 + leg_left, oy + 14, 3, 2, skin); + DrawRectangle(ox + 9 + leg_right, oy + 14, 3, 2, skin); + // Thick arms with offsets + DrawRectangle(ox + 1 + arm_left, oy + 10, 3, 3, skin); + DrawRectangle(ox + 12 + arm_right, oy + 10, 3, 3, skin); + + EndTextureMode(); +} + +void paint_enemy_tile(Tileset *ts, int id, int enemy_type) { + // Idle pose - no offsets + switch (enemy_type) { + case 0: draw_goblin_base(ts, id, 0, 0, 0, 0); break; + case 1: draw_skeleton_base(ts, id, 0, 0, 0, 0); break; + case 2: draw_orc_base(ts, id, 0, 0, 0, 0); break; + default: break; + } +} + +void paint_enemy_walk_tile(Tileset *ts, int id, int enemy_type, int frame) { + // Frame 0: left leg forward, right leg back + // Frame 1: right leg forward, left leg back + int leg_left = (frame == 0) ? -1 : 1; + int leg_right = (frame == 0) ? 1 : -1; + int arm_left = (frame == 0) ? 1 : -1; + int arm_right = (frame == 0) ? -1 : 1; + + switch (enemy_type) { + case 0: draw_goblin_base(ts, id, leg_left, leg_right, arm_left, arm_right); break; + case 1: draw_skeleton_base(ts, id, leg_left, leg_right, arm_left, arm_right); break; + case 2: draw_orc_base(ts, id, leg_left, leg_right, arm_left, arm_right); break; + default: break; + } +} + +void paint_enemy_attack_tile(Tileset *ts, int id, int enemy_type) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + switch (enemy_type) { + case 0: { + // Goblin attack - lunging with dagger + Color skin = (Color){80, 140, 60, 255}; + Color dark = (Color){50, 90, 35, 255}; + Color steel = (Color){180, 180, 190, 255}; + // Head (leaning forward) + DrawRectangle(ox + 6, oy + 3, 8, 6, skin); + DrawPixel(ox + 7, oy + 5, (Color){200, 50, 50, 255}); + DrawPixel(ox + 12, oy + 5, (Color){200, 50, 50, 255}); + // Body + DrawRectangle(ox + 7, oy + 9, 6, 4, dark); + // Left leg back + DrawRectangle(ox + 5, oy + 13, 2, 3, skin); + // Right leg forward + DrawRectangle(ox + 11, oy + 13, 2, 3, skin); + // Left arm back + DrawRectangle(ox + 4, oy + 10, 2, 2, skin); + // Right arm extended with dagger + DrawRectangle(ox + 14, oy + 9, 2, 2, skin); + DrawRectangle(ox + 15, oy + 7, 1, 4, steel); + break; + } + case 1: { + // Skeleton attack - swinging sword + Color bone = (Color){220, 220, 210, 255}; + Color dark_bone = (Color){180, 180, 170, 255}; + Color steel = (Color){180, 180, 190, 255}; + // Skull + DrawRectangle(ox + 6, oy + 2, 6, 5, bone); + DrawPixel(ox + 7, oy + 4, (Color){20, 20, 20, 255}); + DrawPixel(ox + 10, oy + 4, (Color){20, 20, 20, 255}); + // Ribs + for (int i = 0; i < 3; i++) { + DrawRectangle(ox + 5, oy + 8 + i * 2, 8, 1, bone); + } + // Spine + DrawRectangle(ox + 8, oy + 7, 2, 6, dark_bone); + // Legs + DrawRectangle(ox + 6, oy + 13, 2, 3, bone); + DrawRectangle(ox + 10, oy + 13, 2, 3, bone); + // Left arm back + DrawRectangle(ox + 4, oy + 8, 2, 3, bone); + // Right arm extended with sword + DrawRectangle(ox + 13, oy + 7, 3, 2, bone); + DrawRectangle(ox + 15, oy + 5, 1, 6, steel); + break; + } + case 2: { + // Orc attack - overhead smash + Color skin = (Color){60, 100, 45, 255}; + Color dark = (Color){40, 70, 30, 255}; + Color steel = (Color){180, 180, 190, 255}; + // Head + DrawRectangle(ox + 4, oy + 2, 10, 7, skin); + DrawPixel(ox + 6, oy + 5, (Color){250, 250, 50, 255}); + DrawPixel(ox + 11, oy + 5, (Color){250, 250, 50, 255}); + // Tusks + DrawPixel(ox + 7, oy + 7, (Color){240, 240, 220, 255}); + DrawPixel(ox + 10, oy + 7, (Color){240, 240, 220, 255}); + // Body + DrawRectangle(ox + 4, oy + 9, 10, 5, dark); + // Legs + DrawRectangle(ox + 5, oy + 14, 3, 2, skin); + DrawRectangle(ox + 10, oy + 14, 3, 2, skin); + // Left arm back + DrawRectangle(ox + 2, oy + 10, 3, 3, skin); + // Right arm raised with club + DrawRectangle(ox + 13, oy + 4, 3, 3, skin); + DrawRectangle(ox + 14, oy + 1, 2, 5, steel); + break; + } + default: + break; + } + + EndTextureMode(); +} + +void paint_item_tile(Tileset *ts, int id, int item_type) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int w = ts->tile_w; + int h = ts->tile_h; + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, w, h, BLANK); + + switch (item_type) { + case 0: { + // Flask shape + Color glass = (Color){200, 60, 60, 255}; + Color liquid = (Color){255, 80, 80, 255}; + Color highlight = (Color){255, 150, 150, 255}; + // Neck + DrawRectangle(ox + 6, oy + 2, 4, 3, glass); + // Body + DrawRectangle(ox + 4, oy + 5, 8, 8, liquid); + // Cork + DrawRectangle(ox + 6, oy + 1, 4, 1, (Color){160, 120, 60, 255}); + // Highlight + DrawPixel(ox + 5, oy + 6, highlight); + DrawPixel(ox + 5, oy + 7, highlight); + break; + } + case 1: { + // Sword + Color blade = (Color){220, 220, 230, 255}; + Color hilt = (Color){160, 120, 40, 255}; + Color guard = (Color){140, 140, 150, 255}; + // Blade + DrawRectangle(ox + 7, oy + 2, 2, 9, blade); + // Tip + DrawPixel(ox + 7, oy + 1, blade); + DrawPixel(ox + 8, oy + 1, blade); + // Guard + DrawRectangle(ox + 5, oy + 11, 6, 1, guard); + // Hilt + DrawRectangle(ox + 7, oy + 12, 2, 3, hilt); + // Pommel + DrawPixel(ox + 7, oy + 15, guard); + DrawPixel(ox + 8, oy + 15, guard); + break; + } + case 2: { + // Chestplate + Color metal = (Color){100, 120, 160, 255}; + Color dark_metal = (Color){70, 85, 115, 255}; + Color highlight = (Color){140, 160, 200, 255}; + // Main plate + DrawRectangle(ox + 4, oy + 3, 8, 9, metal); + // Collar + DrawRectangle(ox + 5, oy + 2, 6, 1, dark_metal); + // Vertical ridge + DrawRectangle(ox + 7, oy + 3, 2, 9, highlight); + // Bottom trim + DrawRectangle(ox + 4, oy + 11, 8, 1, dark_metal); + break; + } + default: + break; + } + + EndTextureMode(); +} + +void paint_door_closed_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + int w = ts->tile_w; + int h = ts->tile_h; + + BeginTextureMode(ts->render_target); + + // Wooden door frame + Color wood_dark = (Color){100, 70, 40, 255}; + Color wood_light = (Color){140, 100, 60, 255}; + Color wood_mid = (Color){120, 85, 50, 255}; + + // Frame + DrawRectangle(ox, oy, w, h, wood_dark); + // Panels + DrawRectangle(ox + 2, oy + 2, w - 4, h - 4, wood_mid); + // Inner panel + DrawRectangle(ox + 4, oy + 4, w - 8, h - 8, wood_light); + // Cross pattern + DrawRectangle(ox + 7, oy + 2, 2, h - 4, wood_dark); + DrawRectangle(ox + 2, oy + 7, w - 4, 2, wood_dark); + // Handle + DrawPixel(ox + 12, oy + 8, (Color){200, 180, 50, 255}); + DrawPixel(ox + 12, oy + 9, (Color){200, 180, 50, 255}); + + EndTextureMode(); +} + +void paint_door_open_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + int w = ts->tile_w; + int h = ts->tile_h; + + BeginTextureMode(ts->render_target); + + // Open door - shows floor with door frame on sides + Color floor = (Color){75, 72, 68, 255}; + Color wood_dark = (Color){100, 70, 40, 255}; + + // Floor + DrawRectangle(ox, oy, w, h, floor); + // Door frame on left side (open) + DrawRectangle(ox, oy, 3, h, wood_dark); + // Hinges + DrawPixel(ox + 1, oy + 4, (Color){80, 80, 80, 255}); + DrawPixel(ox + 1, oy + 12, (Color){80, 80, 80, 255}); + + EndTextureMode(); +} + +void paint_effect_burn_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Fire effect - orange/red flames + Color flame1 = (Color){255, 100, 20, 255}; + Color flame2 = (Color){255, 180, 40, 255}; + Color flame3 = (Color){255, 60, 10, 255}; + + // Flame shapes + DrawRectangle(ox + 4, oy + 8, 2, 6, flame1); + DrawRectangle(ox + 7, oy + 6, 2, 8, flame2); + DrawRectangle(ox + 10, oy + 9, 2, 5, flame3); + DrawPixel(ox + 5, oy + 5, flame2); + DrawPixel(ox + 8, oy + 4, flame1); + DrawPixel(ox + 11, oy + 7, flame2); + + EndTextureMode(); +} + +void paint_effect_poison_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Poison effect - green bubbles/drops + Color poison1 = (Color){50, 200, 50, 255}; + Color poison2 = (Color){30, 150, 30, 255}; + Color poison3 = (Color){80, 255, 80, 255}; + + // Bubbles + DrawRectangle(ox + 5, oy + 4, 3, 3, poison1); + DrawRectangle(ox + 9, oy + 7, 2, 2, poison2); + DrawRectangle(ox + 4, oy + 10, 2, 2, poison3); + DrawRectangle(ox + 8, oy + 11, 3, 2, poison1); + DrawPixel(ox + 11, oy + 5, poison3); + DrawPixel(ox + 6, oy + 13, poison2); + + EndTextureMode(); +} + +void paint_effect_block_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Block/shield effect - blue shield shape + Color shield = (Color){80, 130, 220, 255}; + Color shield_light = (Color){120, 170, 255, 255}; + Color shield_dark = (Color){50, 90, 180, 255}; + + // Shield outline + DrawRectangle(ox + 4, oy + 2, 8, 12, shield); + // Inner highlight + DrawRectangle(ox + 6, oy + 4, 4, 8, shield_light); + // Border + DrawRectangle(ox + 4, oy + 2, 8, 1, shield_dark); + DrawRectangle(ox + 4, oy + 13, 8, 1, shield_dark); + DrawRectangle(ox + 4, oy + 2, 1, 12, shield_dark); + DrawRectangle(ox + 11, oy + 2, 1, 12, shield_dark); + // Cross in center + DrawRectangle(ox + 7, oy + 6, 2, 4, shield_dark); + DrawRectangle(ox + 6, oy + 7, 4, 2, shield_dark); + + EndTextureMode(); +} + +void paint_slash_effect_tile(Tileset *ts, int id) { + if (ts == NULL || id < 0 || id >= MAX_TILE_ID) + return; + if (ts->render_target.id == 0 || ts->finalized) + return; + + Vector2 off = get_paint_offset(ts, id); + int ox = (int)off.x; + int oy = (int)off.y; + + BeginTextureMode(ts->render_target); + DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK); + + // Slash effect - white/gray diagonal slash + Color slash = (Color){255, 255, 255, 255}; + Color slash_trail = (Color){200, 200, 220, 255}; + + // Main slash line (diagonal) + DrawRectangle(ox + 2, oy + 12, 3, 2, slash); + DrawRectangle(ox + 4, oy + 10, 3, 2, slash); + DrawRectangle(ox + 6, oy + 8, 3, 2, slash); + DrawRectangle(ox + 8, oy + 6, 3, 2, slash); + DrawRectangle(ox + 10, oy + 4, 3, 2, slash); + DrawRectangle(ox + 12, oy + 2, 2, 2, slash); + // Trail + DrawPixel(ox + 3, oy + 11, slash_trail); + DrawPixel(ox + 5, oy + 9, slash_trail); + DrawPixel(ox + 7, oy + 7, slash_trail); + DrawPixel(ox + 9, oy + 5, slash_trail); + DrawPixel(ox + 11, oy + 3, slash_trail); + + EndTextureMode(); +} + +int tileset_paint_all(Tileset *ts) { + if (ts == NULL) + return 0; + if (ts->render_target.id == 0 || ts->finalized) + return 0; + + // Register all tile IDs first + for (int id = 0; id < NUM_TILE_IDS; id++) { + if (!tileset_register(ts, id)) + return 0; + } + + // Paint map tiles + paint_wall_tile(ts, TILE_WALL_0, 0); + paint_wall_tile(ts, TILE_WALL_1, 1); + paint_floor_tile(ts, TILE_FLOOR_0, 0); + paint_floor_tile(ts, TILE_FLOOR_1, 1); + paint_floor_tile(ts, TILE_FLOOR_2, 2); + paint_floor_tile(ts, TILE_FLOOR_3, 3); + paint_stairs_tile(ts, TILE_STAIRS); + + // Paint entity sprites + paint_player_tile(ts, SPRITE_PLAYER); + paint_player_walk_tile(ts, SPRITE_PLAYER_WALK_0, 0); + paint_player_walk_tile(ts, SPRITE_PLAYER_WALK_1, 1); + paint_player_attack_tile(ts, SPRITE_PLAYER_ATTACK); + + // Enemy goblin sprites + paint_enemy_tile(ts, SPRITE_ENEMY_GOBLIN, 0); + paint_enemy_walk_tile(ts, SPRITE_ENEMY_GOBLIN_WALK_0, 0, 0); + paint_enemy_walk_tile(ts, SPRITE_ENEMY_GOBLIN_WALK_1, 0, 1); + paint_enemy_attack_tile(ts, SPRITE_ENEMY_GOBLIN_ATTACK, 0); + + // Enemy skeleton sprites + paint_enemy_tile(ts, SPRITE_ENEMY_SKELETON, 1); + paint_enemy_walk_tile(ts, SPRITE_ENEMY_SKELETON_WALK_0, 1, 0); + paint_enemy_walk_tile(ts, SPRITE_ENEMY_SKELETON_WALK_1, 1, 1); + paint_enemy_attack_tile(ts, SPRITE_ENEMY_SKELETON_ATTACK, 1); + + // Enemy orc sprites + paint_enemy_tile(ts, SPRITE_ENEMY_ORC, 2); + paint_enemy_walk_tile(ts, SPRITE_ENEMY_ORC_WALK_0, 2, 0); + paint_enemy_walk_tile(ts, SPRITE_ENEMY_ORC_WALK_1, 2, 1); + paint_enemy_attack_tile(ts, SPRITE_ENEMY_ORC_ATTACK, 2); + + paint_item_tile(ts, SPRITE_ITEM_POTION, 0); + paint_item_tile(ts, SPRITE_ITEM_WEAPON, 1); + paint_item_tile(ts, SPRITE_ITEM_ARMOR, 2); + + // Door tiles + paint_door_closed_tile(ts, TILE_DOOR_CLOSED_SPRITE); + paint_door_open_tile(ts, TILE_DOOR_OPEN_SPRITE); + + // Effect sprites + paint_effect_burn_tile(ts, SPRITE_EFFECT_BURN); + paint_effect_poison_tile(ts, SPRITE_EFFECT_POISON); + paint_effect_block_tile(ts, SPRITE_EFFECT_BLOCK); + paint_slash_effect_tile(ts, SPRITE_SLASH_EFFECT); + + return 1; +} diff --git a/libs/tileset/tileset_paint.h b/libs/tileset/tileset_paint.h new file mode 100644 index 0000000..a9068e0 --- /dev/null +++ b/libs/tileset/tileset_paint.h @@ -0,0 +1,66 @@ +#ifndef TILESET_PAINT_H +#define TILESET_PAINT_H + +#include "tileset.h" + +// Forward declarations for types used in painting (avoid including common.h which conflicts with tileset.h macros) +typedef enum { ENEMY_GOBLIN_FWD, ENEMY_SKELETON_FWD, ENEMY_ORC_FWD } EnemyType_Paint; +typedef enum { ITEM_POTION_FWD, ITEM_WEAPON_FWD, ITEM_ARMOR_FWD } ItemType_Paint; + +// Paint a wall tile with brick-like pattern. +// variant: 0 or 1 for shade variation. +void paint_wall_tile(Tileset *ts, int id, int variant); + +// Paint a floor tile with stone/dithered pattern. +// variant: 0-3 for different noise patterns. +void paint_floor_tile(Tileset *ts, int id, int variant); + +// Paint a stairs tile with depth illusion. +void paint_stairs_tile(Tileset *ts, int id); + +// Paint the player sprite (adventurer silhouette). +void paint_player_tile(Tileset *ts, int id); + +// Paint a player walking animation frame. +// frame: 0 or 1 for the two walk frames. +void paint_player_walk_tile(Tileset *ts, int id, int frame); + +// Paint a player attacking animation frame. +void paint_player_attack_tile(Tileset *ts, int id); + +// Paint an enemy sprite based on type. +void paint_enemy_tile(Tileset *ts, int id, int enemy_type); + +// Paint an enemy walking animation frame. +// frame: 0 or 1 for the two walk frames. +void paint_enemy_walk_tile(Tileset *ts, int id, int enemy_type, int frame); + +// Paint an enemy attacking animation frame. +void paint_enemy_attack_tile(Tileset *ts, int id, int enemy_type); + +// Paint an item sprite based on type. +void paint_item_tile(Tileset *ts, int id, int item_type); + +// Paint a closed door tile. +void paint_door_closed_tile(Tileset *ts, int id); + +// Paint an open door tile. +void paint_door_open_tile(Tileset *ts, int id); + +// Paint a burning/fire effect sprite. +void paint_effect_burn_tile(Tileset *ts, int id); + +// Paint a poison effect sprite. +void paint_effect_poison_tile(Tileset *ts, int id); + +// Paint a block/shield effect sprite. +void paint_effect_block_tile(Tileset *ts, int id); + +// Paint a slash attack effect sprite. +void paint_slash_effect_tile(Tileset *ts, int id); + +// Convenience: paint and register all tiles in one call. +// Returns 0 on failure, non-zero on success. +int tileset_paint_all(Tileset *ts); + +#endif // TILESET_PAINT_H diff --git a/src/common.h b/src/common.h index fe87edf..f474781 100644 --- a/src/common.h +++ b/src/common.h @@ -9,7 +9,7 @@ typedef struct { } Vec2; // Tile types -typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; +typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS, TILE_DOOR_CLOSED, TILE_DOOR_OPEN, TILE_DOOR_RUINED } TileType; // Status effect types typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType; @@ -49,69 +49,165 @@ typedef struct { typedef enum { ITEM_POTION, ITEM_WEAPON, ITEM_ARMOR } ItemType; // Item + typedef struct { int x, y; + ItemType type; + int power; + int floor; + int picked_up; + DamageClass dmg_class; + int crit_chance; + int crit_multiplier; + int status_chance; + + // rendering + + int sprite_tile_id; // tile ID for rendering + } Item; +// Player animation states +typedef enum { PLAYER_ANIM_IDLE, PLAYER_ANIM_WALK, PLAYER_ANIM_ATTACK } PlayerAnimState; + // Player + typedef struct { Vec2 position; + int hp, max_hp; + int attack; + int defense; + int floor; + int step_count; - int speed; // actions per 100 ticks (100 = 1 action per turn) + + int speed; // actions per 100 ticks (100 = 1 action per turn) + int cooldown; // countdown to next action (0 = can act) - int dodge; // dodge chance percentage - int block; // flat damage reduction on successful block roll + + int dodge; // dodge chance percentage + + int block; // flat damage reduction on successful block roll + Item equipped_weapon; + int has_weapon; + Item equipped_armor; + int has_armor; + Item inventory[MAX_INVENTORY]; + int inventory_count; + // status effects + StatusEffect effects[MAX_EFFECTS]; + int effect_count; + + // animation + + PlayerAnimState anim_state; + + int anim_frame; // current animation frame + + int anim_timer; // frames until next frame + + int facing_right; // 1 = facing right, 0 = facing left + + // rendering + + int sprite_tile_id; // tile ID for rendering + + // visual effects + + int flash_timer; // damage flash frames remaining + } Player; // Enemy types typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; +// Enemy animation states +typedef enum { ENEMY_ANIM_IDLE, ENEMY_ANIM_WALK, ENEMY_ANIM_ATTACK } EnemyAnimState; + // Enemy + typedef struct { Vec2 position; + int hp; + int max_hp; + int attack; + int alive; + EnemyType type; - int speed; // actions per 100 ticks + + int speed; // actions per 100 ticks + int cooldown; // countdown to next action - int dodge; // dodge chance percentage - int block; // flat damage reduction + + int dodge; // dodge chance percentage + + int block; // flat damage reduction + int resistance[NUM_DMG_CLASSES]; + DamageClass dmg_class; + int status_chance; + int crit_chance; // crit chance percentage (0-100) - int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) + + int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) + // vision + int vision_range; - int alert; // 1 = aware of player, searching + + 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; + + // animation + + EnemyAnimState anim_state; + + int anim_frame; // current animation frame + + int anim_timer; // frames until next frame + + int facing_right; // 1 = facing right, 0 = facing left + + // rendering + + int sprite_tile_id; // tile ID for rendering + } Enemy; diff --git a/src/enemy.c b/src/enemy.c index 6832386..573280c 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -5,6 +5,7 @@ #include "movement.h" #include "rng/rng.h" #include "settings.h" +#include "tileset/tileset.h" #include // Forward declaration @@ -25,6 +26,12 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { if (floor >= 4) max_type = 3; + // Get the player's starting room (first room) to exclude from enemy spawn + Room *start_room = NULL; + if (map->room_count > 0) { + start_room = &map->rooms[0]; + } + for (int i = 0; i < num_enemies; i++) { // Find random floor position int ex, ey; @@ -35,6 +42,14 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { continue; } + // Don't spawn in the starting room + if (start_room != NULL) { + if (ex >= start_room->x && ex < start_room->x + start_room->w && ey >= start_room->y && + ey < start_room->y + start_room->h) { + continue; + } + } + // Don't spawn on other enemies if (is_enemy_at(enemies, *count, ex, ey)) { continue; @@ -125,6 +140,27 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { } e.cooldown = e.speed; + // Initialize animation state + e.anim_state = ENEMY_ANIM_IDLE; + e.anim_frame = 0; + e.anim_timer = 0; + e.facing_right = (e.position.x < p->position.x) ? 1 : 0; + // Set sprite tile ID based on enemy type + switch (e.type) { + case ENEMY_GOBLIN: + e.sprite_tile_id = SPRITE_ENEMY_GOBLIN; + break; + case ENEMY_SKELETON: + e.sprite_tile_id = SPRITE_ENEMY_SKELETON; + break; + case ENEMY_ORC: + e.sprite_tile_id = SPRITE_ENEMY_ORC; + break; + default: + e.sprite_tile_id = SPRITE_ENEMY_GOBLIN; + break; + } + enemies[i] = e; (*count)++; } @@ -275,6 +311,9 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun // 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)) { + e->anim_state = ENEMY_ANIM_ATTACK; + e->anim_timer = 12; + e->facing_right = (e->position.x < p->position.x) ? 1 : 0; combat_enemy_attack(e, p); propagate_alert(e, all_enemies, enemy_count); return; @@ -282,14 +321,28 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun // Move toward player if visible if (can_see) { + int old_x = e->position.x; + int old_y = e->position.y; enemy_move_toward_player(e, p, map, all_enemies, enemy_count); + if (e->position.x != old_x || e->position.y != old_y) { + e->anim_state = ENEMY_ANIM_WALK; + e->anim_timer = 8; + e->facing_right = (e->position.x < p->position.x) ? 1 : 0; + } propagate_alert(e, all_enemies, enemy_count); return; } // If alert but can't see player, move toward last known position if (e->alert) { + int old_x = e->position.x; + int old_y = e->position.y; enemy_move_to_last_known(e, map, all_enemies, enemy_count); + if (e->position.x != old_x || e->position.y != old_y) { + e->anim_state = ENEMY_ANIM_WALK; + e->anim_timer = 8; + e->facing_right = (e->position.x < old_x) ? 0 : 1; + } return; } @@ -304,6 +357,17 @@ void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) { if (!e->alive) continue; + // Update animation timer + if (e->anim_timer > 0) { + e->anim_timer--; + if (e->anim_timer <= 0) { + e->anim_state = ENEMY_ANIM_IDLE; + e->anim_frame = 0; + } else if (e->anim_state == ENEMY_ANIM_WALK) { + e->anim_frame = (e->anim_timer / 4) % 2; + } + } + e->cooldown -= e->speed; if (e->cooldown <= 0) { enemy_act(e, p, map, enemies, count); diff --git a/src/game_state.h b/src/game_state.h index e0d7711..73cdac2 100644 --- a/src/game_state.h +++ b/src/game_state.h @@ -2,6 +2,7 @@ #define GAME_STATE_H #include "common.h" +#include "tileset/tileset.h" #include // Floating damage text @@ -65,6 +66,12 @@ typedef struct { int final_score; // Seed for this run unsigned int run_seed; + // Tileset atlas for rendering + Tileset tileset; + // Slash effect timer for attack animations + int slash_timer; // frames remaining for slash effect + int slash_x, slash_y; // position of slash effect + DamageClass slash_dmg_class; // damage type for slash visual } GameState; #endif // GAME_STATE_H diff --git a/src/items.c b/src/items.c index 27f343d..367a328 100644 --- a/src/items.c +++ b/src/items.c @@ -2,6 +2,7 @@ #include "map/map.h" #include "rng/rng.h" #include "settings.h" +#include "tileset/tileset.h" #include typedef struct { @@ -77,6 +78,22 @@ void item_spawn(Item items[], int *count, Map *map, int floor) { item.power = 1 + rng_int(0, floor / 2); } + // Set sprite tile ID based on item type + switch (item.type) { + case ITEM_POTION: + item.sprite_tile_id = SPRITE_ITEM_POTION; + break; + case ITEM_WEAPON: + item.sprite_tile_id = SPRITE_ITEM_WEAPON; + break; + case ITEM_ARMOR: + item.sprite_tile_id = SPRITE_ITEM_ARMOR; + break; + default: + item.sprite_tile_id = SPRITE_ITEM_POTION; + break; + } + items[*count] = item; (*count)++; } diff --git a/src/main.c b/src/main.c index 404eaa9..acdf174 100644 --- a/src/main.c +++ b/src/main.c @@ -4,11 +4,14 @@ #include "enemy.h" #include "items.h" #include "map/map.h" +#include "map/utils.h" #include "movement.h" #include "player.h" #include "render.h" #include "rng/rng.h" #include "settings.h" +#include "tileset/tileset.h" +#include "tileset/tileset_paint.h" #include #include #include @@ -182,19 +185,18 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (gs->game_over) return; - // Check if stepped on stairs - if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) { - gs->awaiting_descend = 1; - gs->last_message = "Descend to next floor? (Y/N)"; - gs->message_timer = 120; - return; - } - // combat feedback - player attacked an enemy this turn if (attacked_enemy != NULL) { int ex = attacked_enemy->position.x * TILE_SIZE + 8; int ey = attacked_enemy->position.y * TILE_SIZE; + // Trigger slash effect + gs->slash_timer = 8; + gs->slash_x = attacked_enemy->position.x; + gs->slash_y = attacked_enemy->position.y; + // Use player's equipped weapon damage class, or default to slash + gs->slash_dmg_class = gs->player.has_weapon ? gs->player.equipped_weapon.dmg_class : DMG_SLASH; + if (combat_was_dodged()) { spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); audio_play_dodge(gs); @@ -237,6 +239,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION; gs->damage_taken += combat_get_last_damage(); gs->times_hit++; + gs->player.flash_timer = 4; // Trigger damage flash spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, combat_get_last_damage(), combat_was_critical()); } @@ -247,6 +250,13 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (gs->player.hp <= 0) gs->game_over = 1; + + // Check if stepped on stairs AFTER enemy turns + if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) { + gs->awaiting_descend = 1; + gs->last_message = "Descend to next floor? (Y/N)"; + gs->message_timer = 120; + } } // If player is stunned, wait for any key then consume the turn @@ -431,7 +441,6 @@ static int handle_movement_input(GameState *gs) { } } - Vec2 direction = {0, 0}; if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) direction.y = -1; @@ -448,7 +457,6 @@ static int handle_movement_input(GameState *gs) { // Reset combat event before player acts combat_reset_event(); - int new_x = gs->player.position.x + direction.x; int new_y = gs->player.position.y + direction.y; @@ -459,11 +467,27 @@ static int handle_movement_input(GameState *gs) { 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); + // Set walk animation + gs->player.anim_state = PLAYER_ANIM_WALK; + gs->player.anim_frame = 0; + gs->player.anim_timer = 8; // frames to show each walk frame + // Update facing direction + if (direction.x != 0) + gs->player.facing_right = (direction.x > 0); action = 1; } 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); + // Set attack animation + gs->player.anim_state = PLAYER_ANIM_ATTACK; + gs->player.anim_frame = 0; + gs->player.anim_timer = 12; // frames to show attack + // Face the enemy + if (target->position.x > gs->player.position.x) + gs->player.facing_right = 1; + else if (target->position.x < gs->player.position.x) + gs->player.facing_right = 0; action = 1; } } @@ -519,7 +543,7 @@ void load_audio_assets(GameState *gs) { } // Main game loop -static void game_loop(unsigned int run_seed) { +static void game_loop(unsigned int run_seed, FontManager *fm) { GameState gs; memset(&gs, 0, sizeof(GameState)); gs.run_seed = run_seed; @@ -527,14 +551,33 @@ static void game_loop(unsigned int run_seed) { // sound load_audio_assets(&gs); // font - Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0); + init_fonts(fm); + // Initialize tileset atlas + if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE)) { + fprintf(stderr, "Failed to initialize tileset\n"); + return; + } + if (!tileset_paint_all(&gs.tileset)) { + fprintf(stderr, "Failed to paint tiles\n"); + tileset_destroy(&gs.tileset); + return; + } + if (!tileset_finalize(&gs.tileset)) { + fprintf(stderr, "Failed to finalize tileset\n"); + tileset_destroy(&gs.tileset); + return; + } + // Initialize first floor init_floor(&gs, 1); // Disable esc to exit SetExitKey(0); + int frame_counter = 0; while (!WindowShouldClose()) { + frame_counter++; + // Handle input if (!gs.game_over) { // Tick status effects at the start of each frame where input is checked @@ -553,6 +596,13 @@ static void game_loop(unsigned int run_seed) { gs.game_over = 0; gs.game_won = 0; load_audio_assets(&gs); + init_fonts(fm); + // Re-initialize tileset for new run + if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE) || !tileset_paint_all(&gs.tileset) || + !tileset_finalize(&gs.tileset)) { + fprintf(stderr, "Failed to re-initialize tileset\n"); + break; + } init_floor(&gs, 1); // Update window title with new seed char title[128]; @@ -568,6 +618,27 @@ static void game_loop(unsigned int run_seed) { // Update effects update_effects(&gs); + // Update slash effect timer + if (gs.slash_timer > 0) + gs.slash_timer--; + + // Update player animation + if (gs.player.anim_timer > 0) { + gs.player.anim_timer--; + if (gs.player.anim_timer <= 0) { + // Animation finished, return to idle + gs.player.anim_state = PLAYER_ANIM_IDLE; + gs.player.anim_frame = 0; + } else if (gs.player.anim_state == PLAYER_ANIM_WALK) { + // Toggle walk frame every 4 frames + gs.player.anim_frame = (gs.player.anim_timer / 4) % 2; + } + } + + // Update player damage flash + if (gs.player.flash_timer > 0) + gs.player.flash_timer--; + // Render BeginDrawing(); ClearBackground(BLACK); @@ -577,27 +648,31 @@ static void game_loop(unsigned int run_seed) { cam.zoom = 1.0f; cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; BeginMode2D(cam); - render_map(&gs.map); - render_items(gs.items, gs.item_count, gs.map.visible); - render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); - render_player(&gs.player); + render_map(&gs.map, &gs.tileset); + render_items(gs.items, gs.item_count, gs.map.visible, &gs.tileset); + render_enemies(gs.enemies, gs.enemy_count, gs.map.visible, &gs.tileset, frame_counter); + render_player(&gs.player, &gs.tileset, frame_counter); + // Draw slash effect on top of entities + if (gs.slash_timer > 0) { + render_slash_effect(gs.slash_x, gs.slash_y, gs.slash_dmg_class, gs.slash_timer); + } 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, &fontTTF); + render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y, fm); + render_ui(&gs.player, &gs.tileset, fm); // Draw action log - render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF); + render_action_log(gs.action_log, gs.log_count, gs.log_head, fm); // Draw inventory overlay if active if (gs.show_inventory) { - render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF); + render_inventory_overlay(&gs.player, gs.inv_selected, fm); } // Draw message if any if (gs.last_message != NULL && gs.message_timer > 0) { - render_message(gs.last_message, &fontTTF); + render_message(gs.last_message, fm); } // Draw persistent seed display in top right @@ -613,7 +688,7 @@ static void game_loop(unsigned int run_seed) { } 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.run_seed, &fontTTF); + gs.final_score, gs.run_seed, fm); } EndDrawing(); @@ -621,6 +696,9 @@ static void game_loop(unsigned int run_seed) { // small delay for key repeat control WaitTime(0.08); } + + // Cleanup + destroy_fonts(fm); } // Check if a string is a valid unsigned integer @@ -683,11 +761,13 @@ int main(int argc, char **argv) { SetTargetFPS(60); // Run game - game_loop(run_seed); + FontManager fm; + init_fonts(&fm); + game_loop(run_seed, &fm); // Cleanup CloseWindow(); audio_close(); return 0; -} +} \ No newline at end of file diff --git a/src/player.c b/src/player.c index ecc9967..f47becb 100644 --- a/src/player.c +++ b/src/player.c @@ -3,6 +3,7 @@ #include "common.h" #include "items.h" #include "settings.h" +#include "tileset/tileset.h" #include void player_init(Player *p, int x, int y) { @@ -28,6 +29,13 @@ void player_init(Player *p, int x, int y) { p->effect_count = 0; memset(p->effects, 0, sizeof(p->effects)); + // Initialize animation state + p->anim_state = PLAYER_ANIM_IDLE; + p->anim_frame = 0; + p->anim_timer = 0; + p->facing_right = 1; + p->sprite_tile_id = SPRITE_PLAYER; + // Initialize inventory to empty for (int i = 0; i < MAX_INVENTORY; i++) { p->inventory[i].picked_up = 1; // mark as invalid diff --git a/src/render.c b/src/render.c index 6a5882a..d2fe642 100644 --- a/src/render.c +++ b/src/render.c @@ -1,79 +1,353 @@ #include "render.h" #include "items.h" #include "settings.h" +#include "map/utils.h" +#include #include #include #include -void render_map(const Map *map) { +Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path) { + if (path == NULL) + goto try_fallback; + + Font f = LoadFontEx(path, font_size, NULL, 0); + if (f.texture.id != 0) + return f; + +try_fallback: + if (fallback_path != NULL) { + Font fb = LoadFontEx(fallback_path, font_size, NULL, 0); + if (fb.texture.id != 0) + return fb; + } + Font none = {0}; + return none; +} + +int init_fonts(FontManager *fm) { + if (fm == NULL) + return 0; + + fm->title_font = + load_font_with_fallback("./assets/fonts/Royal_Decree_Bold.ttf", 36, "./assets/fonts/spartan_500.ttf"); + fm->hud_font = load_font_with_fallback("./assets/fonts/Tomorrow_Night.ttf", 36, "./assets/fonts/spartan_500.ttf"); + fm->body_font = load_font_with_fallback("./assets/fonts/spartan_500.ttf", 36, NULL); + fm->inv_font = load_font_with_fallback("./assets/fonts/Royal_Decree.ttf", 36, "./assets/fonts/spartan_500.ttf"); + + return fm->title_font.texture.id != 0 && fm->hud_font.texture.id != 0 && fm->body_font.texture.id != 0 && + fm->inv_font.texture.id != 0; +} + +void destroy_fonts(FontManager *fm) { + if (fm == NULL) + return; + if (fm->title_font.texture.id != 0) + UnloadFont(fm->title_font); + if (fm->hud_font.texture.id != 0) + UnloadFont(fm->hud_font); + if (fm->body_font.texture.id != 0) + UnloadFont(fm->body_font); + if (fm->inv_font.texture.id != 0) + UnloadFont(fm->inv_font); + memset(fm, 0, sizeof(FontManager)); +} + +static void draw_text_hud(Font f, const char *text, float x, float y, int size, float spacing, Color c) { + if (f.texture.id == 0) + return; + DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c); +} + +static void draw_text_body(Font f, const char *text, float x, float y, int size, float spacing, Color c) { + if (f.texture.id == 0) + return; + DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c); +} + +void render_map(const Map *map, const Tileset *tileset) { 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}; + Rectangle dst = {(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}); + DrawRectangleRec(dst, (Color){5, 5, 10, 255}); continue; } + int tile_id = -1; + switch (map->tiles[y][x]) { + case TILE_WALL: + tile_id = TILE_WALL_0 + ((x * 7 + y * 13) % 2); + break; + case TILE_FLOOR: + tile_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); + break; + case TILE_STAIRS: + tile_id = TILE_STAIRS; + break; + case TILE_DOOR_CLOSED: + tile_id = TILE_DOOR_CLOSED_SPRITE; + break; + case TILE_DOOR_OPEN: + tile_id = TILE_DOOR_OPEN_SPRITE; + break; + case TILE_DOOR_RUINED: + tile_id = TILE_DOOR_OPEN_SPRITE; + break; + } + + if (tile_id >= 0 && tileset != NULL && tileset->finalized) { + Rectangle src = tileset_get_region(tileset, tile_id); + if (src.width > 0) { + Color tint = WHITE; + if (!visible) { + // Dim remembered tiles + tint = (Color){128, 128, 128, 255}; + } + DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint); + continue; + } + } + + // Fallback to solid colors if tileset not available 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}; + Color stairs_color = visible ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255}; + Color door_color = visible ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255}; switch (map->tiles[y][x]) { case TILE_WALL: - DrawRectangleRec(rect, wall_color); + DrawRectangleRec(dst, wall_color); break; case TILE_FLOOR: - DrawRectangleRec(rect, floor_color); + DrawRectangleRec(dst, floor_color); + // Torch flicker: warm tint on floor tiles adjacent to stairs + { + int is_adjacent_to_stairs = 0; + for (int dy = -1; dy <= 1 && !is_adjacent_to_stairs; dy++) { + for (int dx = -1; dx <= 1 && !is_adjacent_to_stairs; dx++) { + int nx = x + dx; + int ny = y + dy; + if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_STAIRS) { + is_adjacent_to_stairs = 1; + } + } + } + if (is_adjacent_to_stairs && visible) { + int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f); + DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60}); + } + } + // Grid lines + if (DRAW_GRID_LINES && visible) { + DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80}); + } break; case TILE_STAIRS: - 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}); + DrawRectangleRec(dst, stairs_color); + // Make stairs very visible with bright symbol and bounce + { + int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f); + if (visible) + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255}); + else + DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255}); + } + break; + case TILE_DOOR_CLOSED: + DrawRectangleRec(dst, door_color); + if (visible) { + DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){100, 80, 60, 255}); + DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, + (Color){60, 50, 40, 255}); + DrawText("+", x * TILE_SIZE + 5, y * TILE_SIZE + 1, NORM_FONT, WHITE); + } + break; + case TILE_DOOR_OPEN: + DrawRectangleRec(dst, floor_color); + if (visible) { + DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){80, 70, 50, 180}); + DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, + (Color){60, 50, 40, 200}); + DrawText("'", x * TILE_SIZE + 6, y * TILE_SIZE + 2, NORM_FONT, (Color){150, 140, 120, 255}); + } + break; + case TILE_DOOR_RUINED: + DrawRectangleRec(dst, (Color){60, 45, 30, 255}); + if (visible) { + DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200}); + DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2, + (Color){120, 90, 60, 255}); + DrawLine(x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + 2, x * TILE_SIZE + 2, y * TILE_SIZE + TILE_SIZE - 2, + (Color){120, 90, 60, 255}); + } break; } } } } -void render_player(const Player *p) { - Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, - (float)TILE_SIZE}; - DrawRectangleRec(rect, BLUE); +void render_player(const Player *p, const Tileset *tileset, int frame_counter) { + Rectangle dst = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, + (float)TILE_SIZE}; + + if (tileset != NULL && tileset->finalized) { + int tile_id = p->sprite_tile_id; + switch (p->anim_state) { + case PLAYER_ANIM_WALK: + tile_id = (p->anim_frame == 0) ? SPRITE_PLAYER_WALK_0 : SPRITE_PLAYER_WALK_1; + break; + case PLAYER_ANIM_ATTACK: + tile_id = SPRITE_PLAYER_ATTACK; + break; + default: + // Idle breathing: subtle bob every 60 frames + if ((frame_counter / 30) % 2 == 0) { + dst.y -= 1; + } + tile_id = p->sprite_tile_id; + break; + } + + Rectangle src = tileset_get_region(tileset, tile_id); + if (src.width > 0) { + // Flip horizontally if facing left + if (!p->facing_right) { + src.width = -src.width; + } + DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); + + // Draw status effect overlays + for (int e = 0; e < p->effect_count && e < MAX_EFFECTS; e++) { + if (p->effects[e].duration > 0) { + int effect_tile = -1; + switch (p->effects[e].type) { + case EFFECT_BURN: + effect_tile = SPRITE_EFFECT_BURN; + break; + case EFFECT_POISON: + effect_tile = SPRITE_EFFECT_POISON; + break; + default: + break; + } + if (effect_tile >= 0) { + Rectangle eff_src = tileset_get_region(tileset, effect_tile); + if (eff_src.width > 0) { + Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8}; + DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180}); + } + } + } + } + + // Damage flash overlay + if (p->flash_timer > 0) { + DrawRectangleRec(dst, (Color){255, 0, 0, 128}); + } + + return; + } + } + + // Fallback to solid color + DrawRectangleRec(dst, BLUE); + if (p->flash_timer > 0) { + DrawRectangleRec(dst, (Color){255, 0, 0, 128}); + } } -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], + const Tileset *tileset, int frame_counter) { 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}; + Rectangle dst = {(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_ENEMY_GOBLIN; // dark red - break; - case ENEMY_SKELETON: - enemy_color = COLOR_ENEMY_SKELETON; // light gray - break; - case ENEMY_ORC: - enemy_color = COLOR_ENEMY_ORC; // dark green - break; - default: - enemy_color = RED; - break; + // Select animation frame based on sprite_tile_id base + int base_tile = enemies[i].sprite_tile_id; + int tile_id; + if (enemies[i].anim_state == ENEMY_ANIM_WALK) { + tile_id = (enemies[i].anim_frame == 0) ? base_tile + 1 : base_tile + 2; + } else if (enemies[i].anim_state == ENEMY_ANIM_ATTACK) { + tile_id = base_tile + 3; + } else if (enemies[i].anim_state == ENEMY_ANIM_IDLE) { + // Idle breathing: subtle bob every 60 frames + if ((frame_counter / 30) % 2 == 0) { + dst.y -= 1; + } + tile_id = base_tile; + } else { + tile_id = base_tile; } - DrawRectangleRec(rect, enemy_color); + if (tile_id >= 0 && tileset != NULL && tileset->finalized) { + Rectangle src = tileset_get_region(tileset, tile_id); + if (src.width > 0) { + // Flip horizontally if facing left + if (!enemies[i].facing_right) { + src.width = -src.width; + } + DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); + + // Draw status effect overlays + for (int e = 0; e < enemies[i].effect_count && e < MAX_EFFECTS; e++) { + if (enemies[i].effects[e].duration > 0) { + int effect_tile = -1; + switch (enemies[i].effects[e].type) { + case EFFECT_BURN: + effect_tile = SPRITE_EFFECT_BURN; + break; + case EFFECT_POISON: + effect_tile = SPRITE_EFFECT_POISON; + break; + default: + break; + } + if (effect_tile >= 0) { + Rectangle eff_src = tileset_get_region(tileset, effect_tile); + if (eff_src.width > 0) { + Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8}; + DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180}); + } + } + } + } + + // Enemy alert overlay (yellow tint when alert) + if (enemies[i].alert) { + DrawRectangleRec(dst, (Color){255, 255, 0, 30}); + } + } + } else { + // Fallback to solid colors + Color enemy_color; + switch (enemies[i].type) { + case ENEMY_GOBLIN: + enemy_color = COLOR_ENEMY_GOBLIN; + break; + case ENEMY_SKELETON: + enemy_color = COLOR_ENEMY_SKELETON; + break; + case ENEMY_ORC: + enemy_color = COLOR_ENEMY_ORC; + break; + default: + enemy_color = RED; + break; + } + DrawRectangleRec(dst, enemy_color); + if (enemies[i].alert) { + DrawRectangleRec(dst, (Color){255, 255, 0, 30}); + } + } // Draw hp bar above enemy, color-coded by health remaining int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp; @@ -93,38 +367,47 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible } } -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { +void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], + const Tileset *tileset) { 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}; + Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, + (float)TILE_SIZE}; - // Different colors based on item type - Color item_color; - switch (items[i].type) { - case ITEM_POTION: - item_color = COLOR_ITEM_POTION; // red/pink - break; - case ITEM_WEAPON: - item_color = COLOR_ITEM_WEAPON; // yellow - break; - case ITEM_ARMOR: - item_color = COLOR_ITEM_ARMOR; // blue - break; - default: - item_color = GREEN; - break; + int tile_id = items[i].sprite_tile_id; + + if (tile_id >= 0 && tileset != NULL && tileset->finalized) { + Rectangle src = tileset_get_region(tileset, tile_id); + if (src.width > 0) { + DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); + } + } else { + // Fallback to solid colors + Color item_color; + switch (items[i].type) { + case ITEM_POTION: + item_color = COLOR_ITEM_POTION; + break; + case ITEM_WEAPON: + item_color = COLOR_ITEM_WEAPON; + break; + case ITEM_ARMOR: + item_color = COLOR_ITEM_ARMOR; + break; + default: + item_color = GREEN; + break; + } + DrawRectangleRec(dst, item_color); } - - DrawRectangleRec(rect, item_color); } } -void render_ui(const Player *p, Font *font) { +void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm) { // HUD Panel const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_height = 60; @@ -145,20 +428,28 @@ void render_ui(const Player *p, Font *font) { int section2_end = 310; // after stats int section3_end = 480; // after equipment - DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, + (Color){60, 55, 50, 255}); // after portrait + HP bar DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); - - DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); + DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); // after stats DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); int portrait_x = 8; int portrait_y = hud_y + 8; int portrait_size = 44; - // FIXME: for now this is just a blue square indicating the player. Once we - // model the player, add classes, sprites, etc. this will need to be revisited. - DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255}); - DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); + // Draw player sprite in portrait + if (tileset != NULL && tileset->finalized) { + Rectangle src = tileset_get_region(tileset, SPRITE_PLAYER); + if (src.width > 0) { + Rectangle dst = {(float)portrait_x, (float)portrait_y, (float)portrait_size, (float)portrait_size}; + DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); + } else { + DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, BLUE); + } + } else { + DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, BLUE); + } DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); // HP Bar, to the right of portrait @@ -169,7 +460,7 @@ void render_ui(const Player *p, Font *font) { // HP Label, above bar // Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE); - DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, "HP", (float)bar_x, (float)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}); @@ -194,9 +485,9 @@ void render_ui(const Player *p, Font *font) { // 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, 12); - DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT, - SMALL_CHAR_SPACE, WHITE); + int hp_text_w = MeasureText(hp_text, MEDIUM_FONT); + draw_text_hud(fm->hud_font, hp_text, (float)bar_x + (bar_width - hp_text_w) / 2.0f, (float)bar_y + 2, MEDIUM_FONT, + SMALL_CHAR_SPACE, WHITE); // Status effects int effect_x = bar_x; @@ -231,7 +522,7 @@ void render_ui(const Player *p, Font *font) { if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); - DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); + draw_text_hud(fm->hud_font, eff_text, (float)effect_x, (float)effect_y, SMALL_FONT, NAR_CHAR_SPACE, eff_color); effect_x += 28; } } @@ -243,68 +534,76 @@ void render_ui(const Player *p, Font *font) { // Floor char floor_text[16]; snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); - 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); + draw_text_hud(fm->hud_font, floor_text, (float)stats_x, (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, text_bright); + draw_text_hud(fm->hud_font, "Floor", (float)stats_x, (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, text_dim); // ATK char atk_text[16]; snprintf(atk_text, sizeof(atk_text), "%d", p->attack); - 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); + draw_text_hud(fm->hud_font, atk_text, (float)(stats_x + stat_spacing), (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, + YELLOW); + draw_text_hud(fm->hud_font, "ATK", (float)(stats_x + stat_spacing), (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, + text_dim); // DEF char def_text[16]; snprintf(def_text, sizeof(def_text), "%d", p->defense); - 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); + draw_text_hud(fm->hud_font, def_text, (float)(stats_x + stat_spacing * 2), (float)stats_y, LARGE_FONT, + NORM_CHAR_SPACE, (Color){100, 150, 255, 255}); + draw_text_hud(fm->hud_font, "DEF", (float)(stats_x + stat_spacing * 2), (float)stats_y + 16, NORM_FONT, + NAR_CHAR_SPACE, text_dim); int equip_x = section2_end + 15; int equip_y = hud_y + 8; // Weapon slot - DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, "WEAPON", (float)equip_x, (float)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)); - DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); + draw_text_hud(fm->hud_font, weapon_text, (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE, + (Color){255, 220, 100, 255}); } } else { - DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + draw_text_hud(fm->hud_font, "None [IMP]", (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE, + (Color){80, 75, 70, 255}); } // Armor slot - DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); + draw_text_hud(fm->hud_font, "ARMOR", (float)equip_x, (float)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); - DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); + draw_text_hud(fm->hud_font, armor_text, (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE, + (Color){100, 150, 255, 255}); } } else { - DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); + draw_text_hud(fm->hud_font, "None", (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE, + (Color){80, 75, 70, 255}); } int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; - 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}); + draw_text_hud(fm->hud_font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (float)ctrl_x, (float)ctrl_y, + MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255}); + draw_text_hud(fm->hud_font, "[E] Equip [D] Drop [Q] Quit", (float)ctrl_x, (float)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); - DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN); + int inv_width = MeasureText(inv_text, SMALL_FONT); + draw_text_hud(fm->hud_font, inv_text, (float)SCREEN_WIDTH - inv_width - 10, (float)hud_y + 5, SMALL_FONT, + NAR_CHAR_SPACE, GREEN); } -void render_action_log(const char log[5][128], int count, int head, Font *font) { +void render_action_log(const char log[5][128], int count, int head, const FontManager *fm) { // Roguelike scroll/log panel styling const int log_width = 250; const int log_height = 90; @@ -326,8 +625,8 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) // Title bar DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); - DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE, - (Color){180, 160, 130, 255}); + draw_text_hud(fm->hud_font, "MESSAGE LOG", (float)log_x + 8, (float)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); @@ -352,13 +651,13 @@ void render_action_log(const char log[5][128], int count, int head, Font *font) } else { text_color = (Color){120, 110, 100, 200}; // oldest: dim } - DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, NORM_FONT, SMALL_CHAR_SPACE, - text_color); + draw_text_hud(fm->hud_font, log[idx], (float)text_x, (float)text_start_y + i * line_height, NORM_FONT, + SMALL_CHAR_SPACE, text_color); } } } -void render_inventory_overlay(const Player *p, int selected, Font *font) { +void render_inventory_overlay(const Player *p, int selected, const FontManager *fm) { // Overlay dimensions int ov_width = 360; int ov_height = 320; @@ -370,14 +669,14 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Title const char *title = "INVENTORY"; // int title_w = MeasureText(title, 24); - 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); + Vector2 t_w = MeasureTextEx(fm->inv_font, title, HUGE_FONT, NORM_CHAR_SPACE); + draw_text_body(fm->inv_font, title, 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 + 40; + int start_y = (int)overlay.y + 40; for (int i = 0; i < MAX_INVENTORY; i++) { int y_pos = start_y + (i * row_height); @@ -394,8 +693,8 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Slot number snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, - (Color){80, 80, 80, 255}); + draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_CHAR_SPACE, + (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); @@ -403,31 +702,32 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { 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}, NORM_FONT, SMALL_CHAR_SPACE, name_color); + draw_text_body(fm->inv_font, name, overlay.x + 45, (float)y_pos + 4, NORM_FONT, SMALL_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}, NORM_FONT, SMALL_CHAR_SPACE, YELLOW); + draw_text_body(fm->inv_font, slot_text, overlay.x + 150, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, YELLOW); // Action if (item->type == ITEM_POTION) { - DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GREEN); + draw_text_body(fm->inv_font, "[U]se", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, GREEN); } else { - DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GOLD); + draw_text_body(fm->inv_font, "[E]quip [D]rop", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, + GOLD); } } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); - DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE, - (Color){40, 40, 40, 255}); + draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)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"; - Vector2 hint_w = MeasureTextEx(*font, hint, SMALL_FONT, NAR_CHAR_SPACE); - DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22}, - SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); + Vector2 hint_w = MeasureTextEx(fm->inv_font, hint, SMALL_FONT, NAR_CHAR_SPACE); + draw_text_body(fm->inv_font, hint, overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22, + SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); } static Color label_color(FloatingText *ft, int alpha) { @@ -485,7 +785,54 @@ 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_slash_effect(int x, int y, DamageClass dmg_class, int timer) { + if (timer <= 0) + return; + + float alpha = (float)timer / 8.0f; + if (alpha > 1.0f) + alpha = 1.0f; + int a = (int)(255 * alpha); + int px = x * TILE_SIZE; + int py = y * TILE_SIZE; + + switch (dmg_class) { + case DMG_SLASH: + // Red diagonal slash + DrawLine(px + 2, py + 2, px + TILE_SIZE - 2, py + TILE_SIZE - 2, (Color){255, 80, 80, a}); + DrawLine(px + 4, py + 2, px + TILE_SIZE - 2, py + TILE_SIZE - 4, (Color){255, 120, 120, a}); + break; + case DMG_IMPACT: + // Orange burst (star pattern) + DrawLine(px + TILE_SIZE / 2, py + 2, px + TILE_SIZE / 2, py + TILE_SIZE - 2, (Color){255, 180, 60, a}); + DrawLine(px + 2, py + TILE_SIZE / 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2, (Color){255, 180, 60, a}); + DrawLine(px + 4, py + 4, px + TILE_SIZE - 4, py + TILE_SIZE - 4, (Color){255, 200, 100, a}); + DrawLine(px + 4, py + TILE_SIZE - 4, px + TILE_SIZE - 4, py + 4, (Color){255, 200, 100, a}); + break; + case DMG_PIERCE: + // Yellow horizontal streak + DrawLine(px + 2, py + TILE_SIZE / 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2, (Color){255, 255, 100, a}); + DrawLine(px + 2, py + TILE_SIZE / 2 - 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2 - 2, (Color){255, 255, 150, a}); + DrawLine(px + 2, py + TILE_SIZE / 2 + 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2 + 2, (Color){255, 255, 150, a}); + break; + case DMG_FIRE: + // Red-orange flame burst + DrawLine(px + TILE_SIZE / 2, py + TILE_SIZE - 2, px + TILE_SIZE / 2, py + 4, (Color){255, 100, 30, a}); + DrawLine(px + TILE_SIZE / 2 - 3, py + TILE_SIZE - 4, px + TILE_SIZE / 2 - 1, py + 6, (Color){255, 150, 50, a}); + DrawLine(px + TILE_SIZE / 2 + 3, py + TILE_SIZE - 4, px + TILE_SIZE / 2 + 1, py + 6, (Color){255, 150, 50, a}); + break; + case DMG_POISON: + // Green splash + DrawLine(px + 4, py + 4, px + TILE_SIZE - 4, py + TILE_SIZE - 4, (Color){50, 255, 100, a}); + DrawLine(px + TILE_SIZE - 4, py + 4, px + 4, py + TILE_SIZE - 4, (Color){80, 255, 120, a}); + DrawCircle(px + TILE_SIZE / 2, py + TILE_SIZE / 2, 3.0f, (Color){100, 255, 150, a / 2}); + break; + default: + break; + } +} + +void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y, const FontManager *fm) { for (int i = 0; i < count; i++) { if (texts[i].lifetime <= 0) continue; @@ -501,129 +848,152 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak int font_size = label_font_size(texts[i].label); Color color = label_color(&texts[i], a); 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); + Vector2 text_size = MeasureTextEx(fm->body_font, text, (float)font_size, NORM_CHAR_SPACE); + draw_text_body(fm->body_font, text, (float)(x - (int)text_size.x / 2), (float)y, font_size, NORM_CHAR_SPACE, + color); } else { // Numeric damage Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a}; char text[16]; snprintf(text, sizeof(text), "%d", texts[i].value); - int text_w = MeasureText(text, 18); - DrawText(text, x - text_w / 2, y, 18, color); + Vector2 text_size = MeasureTextEx(fm->body_font, text, (float)FONT_SIZE_FLOAT_DMG, NORM_CHAR_SPACE); + draw_text_body(fm->body_font, text, (float)(x - (int)text_size.x / 2), (float)y, FONT_SIZE_FLOAT_DMG, + NORM_CHAR_SPACE, color); } } } +static void draw_stat_line(Font f, char *line_buf, size_t line_buf_size, const char *label, int value, int x, int y, + int font_size, int label_value_gap, Color label_color, Color value_color) { + draw_text_body(f, label, (float)x, (float)y, font_size, NORM_CHAR_SPACE, label_color); + Vector2 label_size = MeasureTextEx(f, label, (float)font_size, NORM_CHAR_SPACE); + snprintf(line_buf, line_buf_size, "%d", value); + draw_text_body(f, line_buf, (float)x + (int)label_size.x + label_value_gap, (float)y, font_size, NORM_CHAR_SPACE, + value_color); +} + 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, unsigned int seed, Font *font) { + int times_hit, int potions, int floors, int turns, int score, unsigned int seed, + const FontManager *fm) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); // Title const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; - int title_font_size = 60; + int title_font_size = HUGE_FONT; Color title_color = is_victory ? GOLD : RED; int title_width = MeasureText(title, title_font_size); - DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE, - title_color); + draw_text_body(fm->title_font, title, (float)(SCREEN_WIDTH - title_width) / 2.0f, 30.0f, title_font_size, + NORM_CHAR_SPACE, title_color); - // Stats box - int box_x = SCREEN_WIDTH / 2 - 200; - int box_y = 110; - int box_w = 400; - int box_h = 350; - DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); - DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); - - // Stats content char line[64]; - int col1_x = box_x + 20; - int col2_x = box_x + 210; - int row_y = box_y + 20; int line_height = 24; + int label_value_gap = 10; + int col_padding = 40; Color label_color = LIGHTGRAY; Color value_color = WHITE; - // Column 1 - DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", kills); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + // Stats box + const char *all_labels[] = {"Kills:", "Items:", "Damage Dealt:", "Damage Taken:", "Crits:", "Times Hit:", + "Potions:", "Floors:", "Turns:", "SCORE:", "SEED:"}; + float max_label_width = 0.0f; + for (size_t i = 0; i < sizeof(all_labels) / sizeof(all_labels[0]); i++) { + Vector2 sz = MeasureTextEx(fm->body_font, all_labels[i], (float)LARGE_FONT, NORM_CHAR_SPACE); + if (sz.x > max_label_width) + max_label_width = sz.x; + } + + // Estimate max value width (5 digits + padding) to accommodate large scores/damage + float max_value_width = MeasureTextEx(fm->body_font, "99999", (float)LARGE_FONT, NORM_CHAR_SPACE).x; + + // Stats content + float col_width = max_label_width + label_value_gap + max_value_width + col_padding; + int box_w = (int)(col_width * 2.0f) + 40; // two columns + margins + int box_h = 350; + int box_x = (SCREEN_WIDTH - box_w) / 2; + int box_y = 110; + + DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); + DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); + + int col1_x = box_x + 20; + int col2_x = box_x + 20 + (int)col_width; // Column 2 + int row_y = box_y + 20; // Column 1 + + draw_stat_line(fm->body_font, line, sizeof(line), "Kills:", kills, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", items); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Items:", items, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", damage_dealt); - DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Damage Dealt:", damage_dealt, col1_x, row_y, LARGE_FONT, + label_value_gap, label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", damage_taken); - DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Damage Taken:", damage_taken, col1_x, row_y, LARGE_FONT, + label_value_gap, label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", crits); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Crits:", crits, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", times_hit); - DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Times Hit:", times_hit, col1_x, row_y, LARGE_FONT, label_value_gap, + label_color, value_color); row_y += line_height; - // Column 2 int col2_row_y = box_y + 20; - DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", potions); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + + draw_stat_line(fm->body_font, line, sizeof(line), "Potions:", potions, col2_x, col2_row_y, LARGE_FONT, + label_value_gap, label_color, value_color); col2_row_y += line_height; - DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", floors); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Floors:", floors, col2_x, col2_row_y, LARGE_FONT, label_value_gap, + label_color, value_color); col2_row_y += line_height; - DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); - snprintf(line, sizeof(line), "%d", turns); - DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); + draw_stat_line(fm->body_font, line, sizeof(line), "Turns:", turns, col2_x, col2_row_y, LARGE_FONT, label_value_gap, + label_color, 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; - DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD); + draw_text_body(fm->body_font, "SCORE:", (float)col1_x, (float)row_y, BIG_FONT, NORM_CHAR_SPACE, GOLD); + Vector2 score_label_size = MeasureTextEx(fm->body_font, "SCORE:", (float)BIG_FONT, NORM_CHAR_SPACE); snprintf(line, sizeof(line), "%d", score); - DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD); + draw_text_body(fm->body_font, line, (float)col1_x + (int)score_label_size.x + label_value_gap, (float)row_y, BIG_FONT, + NORM_CHAR_SPACE, GOLD); row_y += 35; // Seed display - DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color); + draw_text_body(fm->body_font, "SEED:", (float)col1_x, (float)row_y, LARGE_FONT, SMALL_CHAR_SPACE, label_color); + Vector2 seed_label_size = MeasureTextEx(fm->body_font, "SEED:", (float)LARGE_FONT, SMALL_CHAR_SPACE); snprintf(line, sizeof(line), "%u", seed); - DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, SMALL_CHAR_SPACE, END_SEED); + draw_text_body(fm->body_font, line, (float)col1_x + (int)seed_label_size.x + label_value_gap, (float)row_y, + LARGE_FONT, SMALL_CHAR_SPACE, END_SEED); // Instructions if (is_victory) { const char *subtitle = "Press R to play again or Q to quit"; - int sub_width = MeasureText(subtitle, 20); - DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, - LIGHTGRAY); + int sub_width = MeasureText(subtitle, LARGE_FONT); + draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50, + LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY); } else { const char *subtitle = "Press R to restart or Q to quit"; - int sub_width = MeasureText(subtitle, 20); - DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, - LIGHTGRAY); + int sub_width = MeasureText(subtitle, LARGE_FONT); + draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50, + LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY); } } -void render_message(const char *message, Font *font) { +void render_message(const char *message, const FontManager *fm) { if (message == NULL) return; - const int font_size = 20; + const int font_size = NORM_FONT; const int line_height = font_size + 4; const int padding_x = 20; const int padding_y = 15; @@ -654,8 +1024,8 @@ void render_message(const char *message, Font *font) { longest_line_width = current_line_width; // Measure full message - Vector2 total_msg_width = MeasureTextEx(*font, message, font_size, NORM_CHAR_SPACE); - int box_width = total_msg_width.x + (padding_x * 2); + Vector2 total_msg_width = MeasureTextEx(fm->body_font, message, font_size, NORM_CHAR_SPACE); + int box_width = (int)total_msg_width.x + (padding_x * 2); // If message is too long, use wrapped width if (box_width > max_box_width) { @@ -679,7 +1049,7 @@ void render_message(const char *message, Font *font) { DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255}); // Draw text centered - int text_x = (SCREEN_WIDTH - total_msg_width.x) / 2; + int text_x = (SCREEN_WIDTH - (int)total_msg_width.x) / 2; int text_y = (SCREEN_HEIGHT - font_size) / 2; // For wrapped text, draw at box center with padding @@ -688,14 +1058,14 @@ void render_message(const char *message, Font *font) { text_y = (int)box_y + padding_y; } - DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE); + draw_text_body(fm->body_font, message, (float)text_x, (float)text_y, font_size, NORM_CHAR_SPACE, WHITE); } void render_seed_display(unsigned int seed) { char seed_text[64]; snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed); - const int font_size = 14; + const int font_size = TINY_FONT; int text_width = MeasureText(seed_text, font_size); // Position at top right with padding diff --git a/src/render.h b/src/render.h index 3dd376a..e36bcdb 100644 --- a/src/render.h +++ b/src/render.h @@ -1,4 +1,3 @@ - #ifndef RENDER_H #define RENDER_H @@ -75,36 +74,69 @@ // 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); +// Font manager encapsulates all loaded fonts with role-based mapping +typedef struct { + Font title_font; // Royal_Decree_Bold.ttf -- end/title screens + Font hud_font; // Tomorrow_Night.ttf -- HUD and log panels + Font body_font; // spartan_500.ttf -- body text, floating labels + Font inv_font; // Royal_Decree.ttf -- inventory overlay +} FontManager; -// Render the player -void render_player(const Player *p); +// Font role constants for paint_tile functions (Phase 3) +#define TILE_FONT_NONE 0 -// Render all enemies -void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +// Attempt to load a font from path; if the resulting texture is invalid (texture.id == 0), +// fall back to fallback_path. If fallback also fails, the returned Font will have +// texture.id == 0 and the caller must handle gracefully. +Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path); -// Render all items -void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); +// Initialize a FontManager by loading all 4 available fonts with fallback chain. +// Returns 0 on complete failure (all fonts failed to load), non-zero on success +// (at least one font loaded). On partial failure, individual fields may be invalid +// (texture.id == 0); callers must check before using a given role font. +int init_fonts(FontManager *fm); + +// Unload all fonts held by a FontManager +void destroy_fonts(FontManager *fm); + +// Render the map tiles using tileset atlas +void render_map(const Map *map, const Tileset *tileset); + +// Render the player using tileset atlas +// frame_counter is used for idle breathing animation +void render_player(const Player *p, const Tileset *tileset, int frame_counter); + +// Render all enemies using tileset atlas +// frame_counter is used for idle breathing animation +void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], + const Tileset *tileset, int frame_counter); + +// Render all items using tileset atlas +void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], + const Tileset *tileset); // Render UI overlay -void render_ui(const Player *p, Font *font); +void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm); // Render action log (bottom left corner) -void render_action_log(const char log[5][128], int count, int head, Font *font); +void render_action_log(const char log[5][128], int count, int head, const FontManager *fm); // Render inventory selection overlay -void render_inventory_overlay(const Player *p, int selected, Font *font); +void render_inventory_overlay(const Player *p, int selected, const FontManager *fm); // Render floating damage text -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, const FontManager *fm); + +// Render slash effect during attacks +void render_slash_effect(int x, int y, DamageClass dmg_class, int timer); // 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, unsigned int seed, Font *font); + int times_hit, int potions, int floors, int turns, int score, unsigned int seed, + const FontManager *fm); // Render a message popup -void render_message(const char *message, Font *font); +void render_message(const char *message, const FontManager *fm); // Render seed display at top right of screen void render_seed_display(unsigned int seed); diff --git a/src/settings.h b/src/settings.h index 3408a13..2b700ac 100644 --- a/src/settings.h +++ b/src/settings.h @@ -83,4 +83,7 @@ #define ENEMY_VIEW_RANGE 6 #define ENEMY_PATROL_MOVE_CHANCE 30 +// Visual polish +#define DRAW_GRID_LINES 1 + #endif // SETTINGS_H