diff --git a/docs/README.md b/README.md similarity index 53% rename from docs/README.md rename to README.md index d9d9ba9..9d63b10 100644 --- a/docs/README.md +++ b/README.md @@ -1,13 +1,11 @@ # Rogged -Turn-based, infinite roguelike dungeon crawler built with C99 and with a dash of -Zig. Meant to serve primarily, but not exclusively, as a learning opportunity. -Rogged is basically a classic roguelike where you descend through floors of a -procedurally generated dungeon, fighting enemies, managing inventory, and trying -to reach the bottom alive or die chasing a highscore! +Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to +serve as a learning opportunity. Rogged is basically a classic roguelike where +you descend through floors of a procedurally generated dungeon, fighting +enemies, managing inventory, and trying to reach the bottom alive. -The game itself, be it the code or mechanics, is _heavily_ in development. For -now, a non-exhaustive list of its (current) features are as follows: +A non-exhaustive list of its (current) features: - Turn-based combat with damage variance, critical hits, dodge, and block mechanics @@ -20,27 +18,33 @@ now, a non-exhaustive list of its (current) features are as follows: - Procedural audio via raylib - ASCII-inspired tile rendering, with HP bars and floating damage text -There are still some features lacking polish, or lacking _any_ kind of attention -to be viable. For a semi-complete list of things that need to be done, see the -[future plans section](#future-plans). +**Controls:** + +| Key | Action | +| ------------- | ----------------------------------- | +| WASD / Arrows | Move or attack | +| G | Pick up item | +| I | Open inventory | +| U | Use a potion | +| E | Equip item from inventory | +| D | Drop item | +| Y / N | Confirm / decline descending stairs | +| R | Restart (on game over) | +| Q | Quit | ## Build Instructions -Rogged is built on a relatively simple stack. It uses C99 for the main game -logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you -only need the core Zig tooling. For now the required Zig version is 0.15.2, but -this might change in the future. Additionally, you will need `clang-format` and -`just` for common development tasks in the case you plan to contribute. For -building, Zig is enough. +Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will +need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2. +Those might change in the future. + +Additionally you will need `clang-format` and `just` for the developer workflow +if you plan to contribute. ### Using Nix (Recommended) -The _recommended_ way of developing this project is using -[Nix](https://nixos.org) and relying on devshells for pure, reproducible -developer environment across all machines. - -If you are a [Direnv](https://direnv.net) user, you may simply run -`direnv allow` or you may use `nix develop` to enter the default shell. +The recommended developer tooling is [Nix](https://nixos.org). This provides a +pure, reproducible devshell across all machines. ```sh # Enter the development shell @@ -52,9 +56,6 @@ $ just dev ### Manual Build -If you are allergic to good tooling and would rather use your system Zig, you -may simply invoke `zig build` after acquiring Zig 0.15.2. - ```sh # Full build $ zig build @@ -66,8 +67,6 @@ $ zig build run $ just dev ``` -The Justfile provides commands that work across both methods. - ### Task Runner Commands There's a `Justfile` designed to make common tasks somewhat easier. For now, @@ -85,14 +84,10 @@ If the project gets more complicated, new tasks might be added. ## Future Plans -The game is currently **playable end-to-end**, but it lacks a fair bit of polish -to claim its place as a fun, engaging roguelike you can just boot up and play. -Some of the features that are planned for the future, in no particular order, -are as follows: +The game is currently **playable end-to-end** but it lacks _serious_ polish to +claim its place as a fun roguelike. Some of the features I'd like to introduce, +in no particular order, are as follows: -- [ ] **Better enemy AI** - The current AI is very simple. -- [ ] **Fog of War** - Instead of loading the entire map, let the player - discover the rooms - [ ] **Save / Load system** - Persist and restore game state between sessions - [ ] **More enemy variety** - Additional enemy types with unique abilities - [ ] **More item variety** - Rings, wands, scrolls, and cursed items @@ -105,9 +100,8 @@ are as follows: - [ ] **UI polish** - Better message log history, item descriptions, death screen -Later down the line it might be an interesting choice to provide a scripting -API, likely with Lua, to allow customizing the game state and events. Though, -that is for much later. +In addition, it might be interesting to allow customizing the "world state" by +as scripting API. Though, that is for much later. ## Attributions @@ -124,6 +118,4 @@ Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio. This was perhaps my best experience in developing a graphical application, and CERTAINLY the most ergonomic when it comes to writing a game. ---- - _I got rogged :/_ diff --git a/build.zig b/build.zig index 4d6f6b2..7109941 100644 --- a/build.zig +++ b/build.zig @@ -25,7 +25,6 @@ pub fn build(b: *std.Build) void { "src/main.c", "src/map.c", "src/player.c", - "src/movement.c", "src/render.c", "src/rng.c", "src/settings.c", diff --git a/src/common.h b/src/common.h index 52fe274..2b499a8 100644 --- a/src/common.h +++ b/src/common.h @@ -4,10 +4,6 @@ #include "settings.h" #include -typedef struct { - int x, y; -} Vec2; - // Tile types typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; @@ -61,7 +57,7 @@ typedef struct { // Player typedef struct { - Vec2 position; + int x, y; int hp, max_hp; int attack; int defense; @@ -87,7 +83,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; // Enemy typedef struct { - Vec2 position; + int x, y; int hp; int max_hp; int attack; @@ -108,14 +104,12 @@ typedef struct { } Enemy; // Floating damage text -typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel; - typedef struct { int x, y; int value; int lifetime; // frames remaining int is_critical; - FloatingLabel label; // label type instead of string + char label[8]; // non-empty -> show label instead of numeric value StatusEffectType effect_type; // used to pick color for proc labels } FloatingText; diff --git a/src/enemy.c b/src/enemy.c index a9d4909..9f72670 100644 --- a/src/enemy.c +++ b/src/enemy.c @@ -2,7 +2,6 @@ #include "combat.h" #include "common.h" #include "map.h" -#include "movement.h" #include "rng.h" #include @@ -30,7 +29,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { get_random_floor_tile(map, &ex, &ey, 50); // Don't spawn on player position - if (ex == p->position.x && ey == p->position.y) { + if (ex == p->x && ey == p->y) { continue; } @@ -42,8 +41,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Create enemy Enemy e; memset(&e, 0, sizeof(Enemy)); - e.position.x = ex; - e.position.y = ey; + e.x = ex; + e.y = ey; e.alive = 1; e.type = rng_int(ENEMY_GOBLIN, max_type); e.effect_count = 0; @@ -128,7 +127,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) { // Check if position has an enemy int is_enemy_at(const Enemy *enemies, int count, int x, int y) { for (int i = 0; i < count; i++) { - if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) { + if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) { return 1; } } @@ -137,37 +136,45 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) { // Check if enemy can see player (adjacent) static int can_see_player(Enemy *e, Player *p) { - int dx = p->position.x - e->position.x; - int dy = p->position.y - e->position.y; + int dx = p->x - e->x; + int dy = p->y - e->y; return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1); } +// Check if position is occupied by player +static int is_player_at(Player *p, int x, int y) { + return (p->x == x && p->y == y); +} // Move enemy toward player static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) { int dx = 0, dy = 0; - if (p->position.x > e->position.x) + if (p->x > e->x) dx = 1; - else if (p->position.x < e->position.x) + else if (p->x < e->x) dx = -1; - if (p->position.y > e->position.y) + if (p->y > e->y) dy = 1; - else if (p->position.y < e->position.y) + else if (p->y < e->y) dy = -1; - Vec2 dir = {dx, 0}; - if (dx != 0) { - MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false); - if (r == MOVE_RESULT_MOVED) - return; - } + // Try horizontal first, then vertical + int new_x = e->x + dx; + int new_y = e->y; - dir.x = 0; - dir.y = dy; - if (dy != 0) { - try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false); + if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) && + !is_player_at(p, new_x, new_y)) { + e->x = new_x; + } else if (dy != 0) { + new_x = e->x; + new_y = e->y + dy; + if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) && + !is_player_at(p, new_x, new_y)) { + e->x = new_x; + e->y = new_y; + } } } diff --git a/src/main.c b/src/main.c index 030fa6d..347e2c6 100644 --- a/src/main.c +++ b/src/main.c @@ -4,7 +4,6 @@ #include "enemy.h" #include "items.h" #include "map.h" -#include "movement.h" #include "player.h" #include "raylib.h" #include "render.h" @@ -43,14 +42,14 @@ static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_c gs->floating_texts[slot].x = x; gs->floating_texts[slot].y = y; gs->floating_texts[slot].value = value; - gs->floating_texts[slot].lifetime = FLOATING_TEXT_LIFETIME; + gs->floating_texts[slot].lifetime = 60; gs->floating_texts[slot].is_critical = is_critical; - gs->floating_texts[slot].label = LABEL_NONE; + gs->floating_texts[slot].label[0] = '\0'; // numeric, no label gs->floating_texts[slot].effect_type = EFFECT_NONE; } // spawn floating label text (DODGE, BLOCK, CRIT!, proc names, SLAIN) -static void spawn_floating_label(GameState *gs, int x, int y, FloatingLabel label, StatusEffectType effect_type) { +static void spawn_floating_label(GameState *gs, int x, int y, const char *label, StatusEffectType effect_type) { int slot = float_slot(gs); if (slot < 0) return; @@ -59,24 +58,25 @@ static void spawn_floating_label(GameState *gs, int x, int y, FloatingLabel labe gs->floating_texts[slot].value = 0; gs->floating_texts[slot].lifetime = 60; gs->floating_texts[slot].is_critical = 0; - gs->floating_texts[slot].label = label; gs->floating_texts[slot].effect_type = effect_type; + strncpy(gs->floating_texts[slot].label, label, 7); + gs->floating_texts[slot].label[7] = '\0'; } -static FloatingLabel proc_label_for(StatusEffectType effect) { +static const char *proc_label_for(StatusEffectType effect) { switch (effect) { case EFFECT_POISON: - return LABEL_PROC; + return "POISON!"; case EFFECT_BLEED: - return LABEL_PROC; + return "BLEED!"; case EFFECT_BURN: - return LABEL_PROC; + return "BURN!"; case EFFECT_STUN: - return LABEL_PROC; + return "STUN!"; case EFFECT_WEAKEN: - return LABEL_PROC; + return "WEAKEN!"; default: - return LABEL_NONE; + return ""; } } @@ -92,8 +92,8 @@ static void update_effects(GameState *gs) { // update screen shake if (gs->screen_shake > 0) { gs->screen_shake--; - gs->shake_x = rng_int(-SHAKE_MAX_OFFSET, SHAKE_MAX_OFFSET); - gs->shake_y = rng_int(-SHAKE_MAX_OFFSET, SHAKE_MAX_OFFSET); + gs->shake_x = rng_int(-4, 4); + gs->shake_y = rng_int(-4, 4); } else { gs->shake_x = 0; gs->shake_y = 0; @@ -118,8 +118,8 @@ static void init_floor(GameState *gs, int floor_num) { gs->floors_reached = 1; } else { // Move player to new floor position - gs->player.position.x = start_x; - gs->player.position.y = start_y; + gs->player.x = start_x; + gs->player.y = start_y; } gs->player.floor = floor_num; @@ -138,9 +138,8 @@ static void tick_all_effects(GameState *gs) { // Player effects int player_effect_dmg = combat_tick_effects(&gs->player); if (player_effect_dmg > 0) { - spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg, - 0); - gs->screen_shake = SHAKE_EFFECT_DURATION; + spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0); + gs->screen_shake = 4; } // Check if player died from effects @@ -157,7 +156,7 @@ static void tick_all_effects(GameState *gs) { continue; int enemy_effect_dmg = combat_tick_enemy_effects(e); if (enemy_effect_dmg > 0) { - spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0); + spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0); } if (!e->alive) { add_log(gs, "Enemy died from effects!"); @@ -175,7 +174,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { return; // Check if stepped on stairs - if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) { + if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) { gs->awaiting_descend = 1; gs->last_message = "Descend to next floor? (Y/N)"; gs->message_timer = 120; @@ -184,11 +183,11 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { // 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; + int ex = attacked_enemy->x * TILE_SIZE + 8; + int ey = attacked_enemy->y * TILE_SIZE; if (combat_was_dodged()) { - spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); + spawn_floating_label(gs, ex, ey, "DODGE", EFFECT_NONE); audio_play_dodge(gs); } else { if (combat_get_last_damage() > 0) @@ -196,21 +195,21 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); audio_play_attack(gs); if (combat_was_blocked()) { - spawn_floating_label(gs, ex, ey - 10, LABEL_BLOCK, EFFECT_NONE); + spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE); audio_play_block(gs); } if (combat_was_critical()) { - spawn_floating_label(gs, ex + 8, ey - 10, LABEL_CRIT, EFFECT_NONE); + spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE); audio_play_crit(gs); gs->crits_landed++; } StatusEffectType applied = combat_get_applied_effect(); if (applied != EFFECT_NONE) { - spawn_floating_label(gs, ex, ey - 20, LABEL_PROC, applied); + spawn_floating_label(gs, ex, ey - 20, proc_label_for(applied), applied); audio_play_proc(); } if (!attacked_enemy->alive) { - spawn_floating_label(gs, ex, ey - 20, LABEL_SLAIN, EFFECT_NONE); + spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE); audio_play_enemy_death(gs); gs->total_kills++; } @@ -223,11 +222,11 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { // Check if player took damage if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(gs); - gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION; + gs->screen_shake = 8; gs->damage_taken += combat_get_last_damage(); gs->times_hit++; - spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, - combat_get_last_damage(), combat_was_critical()); + spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), + combat_was_critical()); } // Set message and check game over @@ -390,7 +389,7 @@ static int handle_movement_input(GameState *gs) { // Check for manual item pickup (G key) if (IsKeyPressed(KEY_G)) { - Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.position.x, gs->player.position.y); + Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { gs->items_collected++; @@ -419,45 +418,38 @@ static int handle_movement_input(GameState *gs) { } } - - Vec2 direction = {0, 0}; + // Movement: use IsKeyDown for held-key repeat + int dx = 0, dy = 0; if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) - direction.y = -1; + dy = -1; else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) - direction.y = 1; + dy = 1; else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) - direction.x = -1; + dx = -1; else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) - direction.x = 1; + dx = 1; - if (direction.x == 0 && direction.y == 0) + if (dx == 0 && dy == 0) return 0; // 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; - - Enemy *target = NULL; + int new_x = gs->player.x + dx; + int new_y = gs->player.y + dy; int action = 0; - MoveResult result = - try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true); - if (result == MOVE_RESULT_MOVED) { - player_on_move(&gs->player); + // Attack enemy at target tile, or move into it + Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y); + if (target != NULL) { + player_attack(&gs->player, target); 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); - action = 1; - } + } else { + action = player_move(&gs->player, dx, dy, &gs->map); } if (action) - post_action(gs, target); + post_action(gs, target); // target is NULL on move, enemy ptr on attack return action; } diff --git a/src/movement.c b/src/movement.c deleted file mode 100644 index 0f7fd8f..0000000 --- a/src/movement.c +++ /dev/null @@ -1,29 +0,0 @@ -#include "movement.h" -#include "enemy.h" -#include "map.h" -#include - -// Check if position is occupied by player -static int is_player_at(Player *p, int x, int y) { - return (p->position.x == x && p->position.y == y); -} - -MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count, - bool moving_is_player) { - int new_x = p->x + direction.x; - int new_y = p->y + direction.y; - - if (!is_floor(map, new_x, new_y)) - return MOVE_RESULT_BLOCKED_WALL; - - if (is_enemy_at(enemies, enemy_count, new_x, new_y)) - return MOVE_RESULT_BLOCKED_ENEMY; - if (!moving_is_player) { - if (is_player_at(player, new_x, new_y)) - return MOVE_RESULT_BLOCKED_PLAYER; - } - - p->x = new_x; - p->y = new_y; - return MOVE_RESULT_MOVED; -} diff --git a/src/movement.h b/src/movement.h deleted file mode 100644 index e73a9a0..0000000 --- a/src/movement.h +++ /dev/null @@ -1,17 +0,0 @@ -#ifndef MOVEMENT_H -#define MOVEMENT_H - -#include "common.h" - -typedef enum { - MOVE_RESULT_MOVED, - MOVE_RESULT_BLOCKED_WALL, - MOVE_RESULT_BLOCKED_PLAYER, - MOVE_RESULT_BLOCKED_ENEMY -} MoveResult; - -// Attempts to move entity in a given direction. Returns outcome of action. -MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count, - bool moving_is_player); - -#endif // MOVEMENT_H diff --git a/src/player.c b/src/player.c index ecc9967..3bb4c4d 100644 --- a/src/player.c +++ b/src/player.c @@ -2,12 +2,15 @@ #include "combat.h" #include "common.h" #include "items.h" +#include "map.h" #include "settings.h" +#include "utils.h" +#include #include void player_init(Player *p, int x, int y) { - p->position.x = x; - p->position.y = y; + p->x = x; + p->y = y; p->hp = PLAYER_BASE_HP; p->max_hp = PLAYER_BASE_HP; p->attack = PLAYER_BASE_ATTACK; @@ -40,20 +43,36 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) { if (count > MAX_ENEMIES) count = MAX_ENEMIES; for (int i = 0; i < count; i++) { - if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) + if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) return &enemies[i]; } return NULL; } -void player_on_move(Player *p) { +int player_move(Player *p, int dx, int dy, Map *map) { + int new_x = p->x + dx; + int new_y = p->y + dy; + + // Check bounds + if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT)) + return 0; + + // Check if walkable + if (!is_floor(map, new_x, new_y)) + return 0; + + // Move player + p->x = new_x; + p->y = new_y; p->step_count += 1; + // Regen suppressed while poisoned, bleeding, or burning if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp && !combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) && !combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) && !combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) { p->hp += 1; } + return 1; } void player_attack(Player *p, Enemy *e) { @@ -209,8 +228,8 @@ int player_drop_item(Player *p, int inv_index, Item *items, int item_count) { if (items[i].picked_up) { // Place dropped item at this position items[i] = *item; - items[i].x = p->position.x; - items[i].y = p->position.y; + items[i].x = p->x; + items[i].y = p->y; items[i].picked_up = 0; // Remove from inventory player_remove_inventory_item(p, inv_index); diff --git a/src/player.h b/src/player.h index 290806a..ca91abf 100644 --- a/src/player.h +++ b/src/player.h @@ -6,8 +6,8 @@ // Initialize player at position void player_init(Player *p, int x, int y); -// Apply status effects, healing, etc -void player_on_move(Player *p); +// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked +int player_move(Player *p, int dx, int dy, Map *map); // Find a living enemy at tile (x, y); returns NULL if none Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y); diff --git a/src/render.c b/src/render.c index 9d5571f..825e2bd 100644 --- a/src/render.c +++ b/src/render.c @@ -30,8 +30,7 @@ void render_map(const Map *map) { } 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}; + Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; DrawRectangleRec(rect, BLUE); } @@ -40,20 +39,20 @@ void render_enemies(const Enemy *enemies, int count) { if (!enemies[i].alive) continue; - Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), - (float)TILE_SIZE, (float)TILE_SIZE}; + Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].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 + enemy_color = (Color){150, 50, 50, 255}; // dark red break; case ENEMY_SKELETON: - enemy_color = COLOR_ENEMY_SKELETON; // light gray + enemy_color = (Color){200, 200, 200, 255}; // light gray break; case ENEMY_ORC: - enemy_color = COLOR_ENEMY_ORC; // dark green + enemy_color = (Color){50, 150, 50, 255}; // dark green break; default: enemy_color = RED; @@ -73,8 +72,8 @@ void render_enemies(const Enemy *enemies, int count) { bar_color = (Color){200, 180, 40, 255}; // yellow else bar_color = (Color){200, 60, 60, 255}; // red - Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4), - (float)hp_pixels, 3}; + Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels, + 3}; DrawRectangleRec(hp_bar, bar_color); } } @@ -92,13 +91,13 @@ void render_items(const Item *items, int count) { Color item_color; switch (items[i].type) { case ITEM_POTION: - item_color = COLOR_ITEM_POTION; // red/pink + item_color = (Color){255, 100, 100, 255}; // red/pink break; case ITEM_WEAPON: - item_color = COLOR_ITEM_WEAPON; // yellow + item_color = (Color){255, 255, 100, 255}; // yellow break; case ITEM_ARMOR: - item_color = COLOR_ITEM_ARMOR; // blue + item_color = (Color){100, 100, 255, 255}; // blue break; default: item_color = GREEN; @@ -378,12 +377,11 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { // Item name const char *name = item_get_name(item); - if (name) { - Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} + Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} : (Color){140, 140, 255, 255}; - DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color); - } + DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color); + // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW); @@ -409,60 +407,34 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) { } static Color label_color(FloatingText *ft, int alpha) { - if (ft->label == LABEL_NONE) - return FLOAT_DAMAGE; // numeric damage default + if (ft->label[0] == '\0') + return (Color){255, 100, 100, alpha}; // numeric damage default + if (strcmp(ft->label, "DODGE") == 0) + return (Color){160, 160, 160, alpha}; + if (strcmp(ft->label, "BLOCK") == 0) + return (Color){80, 130, 220, alpha}; + if (strcmp(ft->label, "CRIT!") == 0) + return (Color){255, 200, 50, alpha}; + if (strcmp(ft->label, "SLAIN") == 0) + return (Color){220, 50, 50, alpha}; - switch (ft->label) { - case LABEL_DODGE: - return FLOAT_DODGE; - case LABEL_BLOCK: - return FLOAT_BLOCK; - case LABEL_CRIT: - return FLOAT_CRIT; - case LABEL_SLAIN: - return FLOAT_SLAIN; - case LABEL_PROC: - // Proc label, color driven by effect_type stored in the struct - switch (ft->effect_type) { - case EFFECT_POISON: - return (Color){50, 200, 50, alpha}; - case EFFECT_BLEED: - return (Color){200, 50, 50, alpha}; - case EFFECT_BURN: - return (Color){230, 130, 30, alpha}; - case EFFECT_STUN: - return (Color){200, 200, 50, alpha}; - case EFFECT_WEAKEN: - return (Color){120, 120, 120, alpha}; - default: - return FLOAT_DEFAULT; - } + // Proc label, color driven by effect_type stored in the struct + switch (ft->effect_type) { + case EFFECT_POISON: + return (Color){50, 200, 50, alpha}; + case EFFECT_BLEED: + return (Color){200, 50, 50, alpha}; + case EFFECT_BURN: + return (Color){230, 130, 30, alpha}; + case EFFECT_STUN: + return (Color){200, 200, 50, alpha}; + case EFFECT_WEAKEN: + return (Color){120, 120, 120, alpha}; default: - return FLOAT_DAMAGE; + return (Color){200, 200, 200, alpha}; } } -static const char *label_text(FloatingLabel label) { - switch (label) { - case LABEL_DODGE: - return "DODGE"; - case LABEL_BLOCK: - return "BLOCK"; - case LABEL_CRIT: - return "CRIT!"; - case LABEL_SLAIN: - return "SLAIN"; - case LABEL_PROC: - return "PROC"; - default: - return ""; - } -} - -static int label_font_size(FloatingLabel label) { - return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL; -} - void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) { for (int i = 0; i < count; i++) { if (texts[i].lifetime <= 0) @@ -473,14 +445,13 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak float alpha = (float)texts[i].lifetime / 60.0f; int a = (int)(255 * alpha); - if (texts[i].label != LABEL_NONE) { - // Label text (DODGE, BLOCK, CRIT!, SLAIN, or PROC) - // CRIT! gets larger font size - int font_size = label_font_size(texts[i].label); + if (texts[i].label[0] != '\0') { + // Label text (DODGE, BLOCK, CRIT!, proc name, SLAIN) + // Check for "CRIT!" specifically rather than just 'C' prefix + int font_size = (strcmp(texts[i].label, "CRIT!") == 0) ? 16 : 14; 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); + int text_w = MeasureText(texts[i].label, font_size); + DrawText(texts[i].label, x - text_w / 2, y, font_size, color); } else { // Numeric damage Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a}; diff --git a/src/render.h b/src/render.h index 7f662ee..b9d98c3 100644 --- a/src/render.h +++ b/src/render.h @@ -3,76 +3,6 @@ #include "common.h" -// HUD colors -#define HUD_BG (Color){25, 20, 15, 255} -#define HUD_BORDER (Color){139, 119, 89, 255} -#define HUD_LIGHT_LINE (Color){60, 55, 50, 255} -#define HUD_DARK_LINE (Color){15, 12, 10, 255} -#define TEXT_DIM (Color){160, 150, 140, 255} -#define TEXT_BRIGHT (Color){240, 230, 220, 255} - -// HP bar colors -#define HP_HIGH (Color){60, 180, 60, 255} -#define HP_MED (Color){200, 180, 40, 255} -#define HP_LOW (Color){200, 60, 60, 255} -#define HP_BAR_BG (Color){20, 15, 15, 255} -#define HP_BAR_BORDER (Color){80, 70, 60, 255} - -// Enemy type colors -#define COLOR_ENEMY_GOBLIN (Color){150, 50, 50, 255} -#define COLOR_ENEMY_SKELETON (Color){200, 200, 200, 255} -#define COLOR_ENEMY_ORC (Color){50, 150, 50, 255} - -// Item type colors -#define COLOR_ITEM_POTION (Color){255, 100, 100, 255} -#define COLOR_ITEM_WEAPON (Color){255, 255, 100, 255} -#define COLOR_ITEM_ARMOR (Color){100, 100, 255, 255} - -// Action log colors -#define LOG_BG (Color){15, 12, 10, 230} -#define LOG_BORDER (Color){100, 85, 65, 255} -#define LOG_DARK (Color){60, 50, 40, 255} -#define LOG_TITLE_BG (Color){30, 25, 20, 255} -#define LOG_TEXT (Color){180, 160, 130, 255} -#define LOG_NEWEST (Color){220, 210, 200, 255} -#define LOG_RECENT (Color){180, 170, 160, 255} -#define LOG_OLDER (Color){150, 140, 130, 230} -#define LOG_OLDEST (Color){120, 110, 100, 200} - -// Inventory overlay colors -#define INV_OVERLAY_BG (Color){12, 12, 12, 252} -#define INV_BORDER (Color){70, 70, 70, 255} -#define INV_SLOT_BG (Color){45, 45, 45, 255} -#define INV_SELECTED (Color){180, 160, 80, 255} -#define INV_EMPTY (Color){40, 40, 40, 255} -#define INV_HINT (Color){65, 65, 65, 255} - -// Floating text colors -#define FLOAT_DAMAGE (Color){255, 100, 100, 255} -#define FLOAT_CRIT (Color){255, 200, 50, 255} -#define FLOAT_DODGE (Color){160, 160, 160, 255} -#define FLOAT_BLOCK (Color){80, 130, 220, 255} -#define FLOAT_SLAIN (Color){220, 50, 50, 255} -#define FLOAT_DEFAULT (Color){200, 200, 200, 255} - -// Floating label font sizes -#define FONT_SIZE_FLOAT_LABEL 14 -#define FONT_SIZE_FLOAT_CRIT 16 -#define FONT_SIZE_FLOAT_DMG 18 - -// Message box colors -#define MSG_BG (Color){45, 45, 45, 235} -#define MSG_BORDER (Color){180, 180, 180, 255} - -// End screen colors -#define END_OVERLAY (Color){0, 0, 0, 210} -#define END_BOX_BG (Color){20, 20, 20, 240} -#define END_BOX_BORDER (Color){100, 100, 100, 255} - -// Portrait placeholder -// FIXME: remove when player sprites are available -#define PORTRAIT_BG (Color){30, 30, 45, 255} - // Render the map tiles void render_map(const Map *map); diff --git a/src/settings.h b/src/settings.h index 6d6a2c5..de9c302 100644 --- a/src/settings.h +++ b/src/settings.h @@ -56,15 +56,4 @@ #define PLAYER_BASE_DODGE 5 #define PLAYER_BASE_BLOCK 0 -// Screen shake -#define SHAKE_EFFECT_DURATION 4 -#define SHAKE_PLAYER_DAMAGE_DURATION 8 -#define SHAKE_MAX_OFFSET 4 - -// Floating text -#define FLOATING_TEXT_LIFETIME 60 - -// Message timer -#define MESSAGE_TIMER_DURATION 60 - #endif // SETTINGS_H