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Author SHA1 Message Date
e5d6222d6e
experimental rendering stuff that are experimental
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I7b6991f7342362033ad72ab4700fdb9f6a6a6964
2026-04-26 19:48:50 +03:00
e00424a918
render: clean up font management; account for differing container sizes
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Icd554815388ec44886245406ac9ea0be6a6a6964
2026-04-22 20:03:30 +03:00
15 changed files with 2117 additions and 223 deletions

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@ -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");

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@ -2,6 +2,7 @@
#include "rng/rng.h"
#include "settings.h"
#include "utils.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@ -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;
}

122
libs/tileset/tileset.c Normal file
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@ -0,0 +1,122 @@
#include "tileset.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
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));
}

91
libs/tileset/tileset.h Normal file
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@ -0,0 +1,91 @@
#ifndef TILESET_H
#define TILESET_H
#include "settings.h"
#include <raylib.h>
// 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

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@ -0,0 +1,854 @@
#include "tileset_paint.h"
#include <stddef.h>
#include <stdlib.h>
// 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;
}

View file

@ -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

View file

@ -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;

View file

@ -5,6 +5,7 @@
#include "movement.h"
#include "rng/rng.h"
#include "settings.h"
#include "tileset/tileset.h"
#include <string.h>
// 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);

View file

@ -2,6 +2,7 @@
#define GAME_STATE_H
#include "common.h"
#include "tileset/tileset.h"
#include <raylib.h>
// 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

View file

@ -2,6 +2,7 @@
#include "map/map.h"
#include "rng/rng.h"
#include "settings.h"
#include "tileset/tileset.h"
#include <stddef.h>
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)++;
}

View file

@ -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 <ctype.h>
#include <stddef.h>
#include <stdio.h>
@ -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;
}
}

View file

@ -3,6 +3,7 @@
#include "common.h"
#include "items.h"
#include "settings.h"
#include "tileset/tileset.h"
#include <string.h>
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

File diff suppressed because it is too large Load diff

View file

@ -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);

View file

@ -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