render: implement experimental font change #11

Closed
amr wants to merge 4 commits from amr/rogged:font into main
7 changed files with 103 additions and 73 deletions

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@ -511,7 +511,11 @@ void load_audio_assets(GameState *gs) {
static void game_loop(void) { static void game_loop(void) {
GameState gs; GameState gs;
memset(&gs, 0, sizeof(GameState)); memset(&gs, 0, sizeof(GameState));
// load external assets
// sound
load_audio_assets(&gs); load_audio_assets(&gs);
// font
Font fontTTF = LoadFontEx("./assets/fonts/Tomorrow_Night.ttf", 24, NULL, 0);
// Initialize first floor // Initialize first floor
rng_seed(12345); rng_seed(12345);
init_floor(&gs, 1); init_floor(&gs, 1);
@ -564,19 +568,19 @@ static void game_loop(void) {
// Floating texts follow world shake // Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player); render_ui(&gs.player, &fontTTF);
// Draw action log // Draw action log
render_action_log(gs.action_log, gs.log_count, gs.log_head); render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF);
// Draw inventory overlay if active // Draw inventory overlay if active
if (gs.show_inventory) { if (gs.show_inventory) {
render_inventory_overlay(&gs.player, gs.inv_selected); render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF);
} }
// Draw message if any // Draw message if any
if (gs.last_message != NULL && gs.message_timer > 0) { if (gs.last_message != NULL && gs.message_timer > 0) {
render_message(gs.last_message); render_message(gs.last_message, &fontTTF);
} }
// Draw game over screen // Draw game over screen
@ -589,7 +593,7 @@ static void game_loop(void) {
} }
render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken, 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.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
gs.final_score); gs.final_score, &fontTTF);
} }
EndDrawing(); EndDrawing();

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@ -126,7 +126,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_
} }
} }
void render_ui(const Player *p) { void render_ui(const Player *p, Font *font) {
// HUD Panel // HUD Panel
const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_y = MAP_HEIGHT * TILE_SIZE;
const int hud_height = 60; const int hud_height = 60;
@ -170,7 +170,7 @@ void render_ui(const Player *p) {
int bar_height = 16; int bar_height = 16;
// HP Label, above bar // HP Label, above bar
DrawText("HP", bar_x, bar_y - 11, 9, text_dim); DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim);
// HP Bar background // HP Bar background
DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
@ -195,8 +195,9 @@ void render_ui(const Player *p) {
// HP text, centered in bar // HP text, centered in bar
char hp_text[32]; char hp_text[32];
snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
int hp_text_w = MeasureText(hp_text, 10); int hp_text_w = MeasureText(hp_text, 12);
DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE); DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT,
SMALL_CHAR_SPACE, WHITE);
// Status effects // Status effects
int effect_x = bar_x; int effect_x = bar_x;
@ -231,7 +232,7 @@ void render_ui(const Player *p) {
if (p->effects[i].duration > 0) { if (p->effects[i].duration > 0) {
char eff_text[16]; char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
DrawText(eff_text, effect_x, effect_y, 9, eff_color); DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
effect_x += 28; effect_x += 28;
} }
} }
@ -243,65 +244,68 @@ void render_ui(const Player *p) {
// Floor // Floor
char floor_text[16]; char floor_text[16];
snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
DrawText(floor_text, stats_x, stats_y, 14, text_bright); DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright);
DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
// ATK // ATK
char atk_text[16]; char atk_text[16];
snprintf(atk_text, sizeof(atk_text), "%d", p->attack); snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW);
DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
// DEF // DEF
char def_text[16]; char def_text[16];
snprintf(def_text, sizeof(def_text), "%d", p->defense); snprintf(def_text, sizeof(def_text), "%d", p->defense);
DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE,
DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); (Color){100, 150, 255, 255});
DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
int equip_x = section2_end + 15; int equip_x = section2_end + 15;
int equip_y = hud_y + 8; int equip_y = hud_y + 8;
// Weapon slot // Weapon slot
DrawText("WEAPON", equip_x, equip_y, 9, text_dim); DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
if (p->has_weapon) { if (p->has_weapon) {
const char *weapon_name = item_get_name(&p->equipped_weapon); const char *weapon_name = item_get_name(&p->equipped_weapon);
if (weapon_name) { if (weapon_name) {
char weapon_text[64]; char weapon_text[64];
snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power,
dmg_class_get_short(p->equipped_weapon.dmg_class)); dmg_class_get_short(p->equipped_weapon.dmg_class));
DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255});
} }
} else { } else {
DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
} }
// Armor slot // Armor slot
DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
if (p->has_armor) { if (p->has_armor) {
const char *armor_name = item_get_name(&p->equipped_armor); const char *armor_name = item_get_name(&p->equipped_armor);
if (armor_name) { if (armor_name) {
char armor_text[48]; char armor_text[48];
snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power);
DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255});
} }
} else { } else {
DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
} }
int ctrl_x = section3_end + 20; int ctrl_x = section3_end + 20;
int ctrl_y = hud_y + 14; int ctrl_y = hud_y + 14;
DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255}); DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT,
DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255}); MED_CHAR_SPACE, (Color){139, 119, 89, 255});
DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE,
(Color){139, 119, 89, 255});
// INV count in top-right corner of HUD // INV count in top-right corner of HUD
char inv_text[16]; char inv_text[16];
snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
int inv_width = MeasureText(inv_text, 10); int inv_width = MeasureText(inv_text, 10);
DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN);
} }
void render_action_log(const char log[5][128], int count, int head) { void render_action_log(const char log[5][128], int count, int head, Font *font) {
// Roguelike scroll/log panel styling // Roguelike scroll/log panel styling
const int log_width = 250; const int log_width = 250;
const int log_height = 90; const int log_height = 90;
@ -323,7 +327,8 @@ void render_action_log(const char log[5][128], int count, int head) {
// Title bar // Title bar
DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE,
(Color){180, 160, 130, 255});
// Separator line under title // Separator line under title
DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark);
@ -348,15 +353,15 @@ void render_action_log(const char log[5][128], int count, int head) {
} else { } else {
text_color = (Color){120, 110, 100, 200}; // oldest: dim text_color = (Color){120, 110, 100, 200}; // oldest: dim
} }
DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, 10, NAR_CHAR_SPACE, text_color);
} }
} }
} }
void render_inventory_overlay(const Player *p, int selected) { void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Overlay dimensions // Overlay dimensions
int ov_width = 360; int ov_width = 360;
int ov_height = 300; int ov_height = 320;
Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60, Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60,
(float)ov_width, (float)ov_height}; (float)ov_width, (float)ov_height};
DrawRectangleRec(overlay, (Color){12, 12, 12, 252}); DrawRectangleRec(overlay, (Color){12, 12, 12, 252});
@ -365,12 +370,14 @@ void render_inventory_overlay(const Player *p, int selected) {
// Title // Title
const char *title = "INVENTORY"; const char *title = "INVENTORY";
int title_w = MeasureText(title, 24); int title_w = MeasureText(title, 24);
DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE); Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE);
DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT,
NORM_CHAR_SPACE, WHITE);
// Draw each inventory slot // Draw each inventory slot
char slot_text[64]; char slot_text[64];
int row_height = 26; int row_height = 26;
int start_y = overlay.y + 50; int start_y = overlay.y + 40;
for (int i = 0; i < MAX_INVENTORY; i++) { for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = start_y + (i * row_height); int y_pos = start_y + (i * row_height);
@ -387,7 +394,8 @@ void render_inventory_overlay(const Player *p, int selected) {
// Slot number // Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255}); DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
(Color){80, 80, 80, 255});
// Item name // Item name
const char *name = item_get_name(item); const char *name = item_get_name(item);
@ -395,31 +403,31 @@ void render_inventory_overlay(const Player *p, int selected) {
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} : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
: (Color){140, 140, 255, 255}; : (Color){140, 140, 255, 255};
DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color); DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color);
} }
// Power // Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->power); snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW);
// Action // Action
if (item->type == ITEM_POTION) { if (item->type == ITEM_POTION) {
DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GREEN);
} else { } else {
DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD); DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GOLD);
} }
} else { } else {
// Empty slot // Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255}); DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
(Color){40, 40, 40, 255});
} }
} }
// Instructions at bottom // Instructions at bottom
const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
int hint_w = MeasureText(hint, 12); Vector2 hint_w = MeasureTextEx(*font, hint, NORM_FONT, NAR_CHAR_SPACE);
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12, DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2, overlay.y + overlay.height - 22},
(Color){65, 65, 65, 255}); NORM_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255});
} }
static Color label_color(FloatingText *ft, int alpha) { static Color label_color(FloatingText *ft, int alpha) {
@ -507,7 +515,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
} }
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
int times_hit, int potions, int floors, int turns, int score) { int times_hit, int potions, int floors, int turns, int score, Font *font) {
// Semi-transparent overlay // Semi-transparent overlay
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
@ -517,7 +525,8 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
int title_font_size = 60; int title_font_size = 60;
Color title_color = is_victory ? GOLD : RED; Color title_color = is_victory ? GOLD : RED;
int title_width = MeasureText(title, title_font_size); int title_width = MeasureText(title, title_font_size);
DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color); DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE,
title_color);
// Stats box // Stats box
int box_x = SCREEN_WIDTH / 2 - 200; int box_x = SCREEN_WIDTH / 2 - 200;
@ -537,71 +546,73 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
Color value_color = WHITE; Color value_color = WHITE;
// Column 1 // Column 1
DrawText("Kills:", col1_x, row_y, 18, label_color); DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", kills); snprintf(line, sizeof(line), "%d", kills);
DrawText(line, col1_x + 80, row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawText("Items:", col1_x, row_y, 18, label_color); DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", items); snprintf(line, sizeof(line), "%d", items);
DrawText(line, col1_x + 80, row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", damage_dealt); snprintf(line, sizeof(line), "%d", damage_dealt);
DrawText(line, col1_x + 140, row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawText("Damage Taken:", col1_x, row_y, 18, label_color); DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", damage_taken); snprintf(line, sizeof(line), "%d", damage_taken);
DrawText(line, col1_x + 140, row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawText("Crits:", col1_x, row_y, 18, label_color); DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", crits); snprintf(line, sizeof(line), "%d", crits);
DrawText(line, col1_x + 80, row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawText("Times Hit:", col1_x, row_y, 18, label_color); DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", times_hit); snprintf(line, sizeof(line), "%d", times_hit);
DrawText(line, col1_x + 80, row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
// Column 2 // Column 2
int col2_row_y = box_y + 20; int col2_row_y = box_y + 20;
DrawText("Potions:", col2_x, col2_row_y, 18, label_color); DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", potions); snprintf(line, sizeof(line), "%d", potions);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height; col2_row_y += line_height;
DrawText("Floors:", col2_x, col2_row_y, 18, label_color); DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", floors); snprintf(line, sizeof(line), "%d", floors);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height; col2_row_y += line_height;
DrawText("Turns:", col2_x, col2_row_y, 18, label_color); DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", turns); snprintf(line, sizeof(line), "%d", turns);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color); DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height; col2_row_y += line_height;
// Score: placed below the last row of the longer column (6 items, row_y is already there) // Score: placed below the last row of the longer column (6 items, row_y is already there)
row_y += 10; row_y += 10;
DrawText("SCORE:", col1_x, row_y, 22, GOLD); DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD);
snprintf(line, sizeof(line), "%d", score); snprintf(line, sizeof(line), "%d", score);
DrawText(line, col1_x + 90, row_y, 22, GOLD); DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD);
if (is_victory) { if (is_victory) {
const char *subtitle = "Press R to play again or Q to quit"; const char *subtitle = "Press R to play again or Q to quit";
int sub_width = MeasureText(subtitle, 20); int sub_width = MeasureText(subtitle, 20);
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
LIGHTGRAY);
} else { } else {
const char *subtitle = "Press R to restart or Q to quit"; const char *subtitle = "Press R to restart or Q to quit";
int sub_width = MeasureText(subtitle, 20); int sub_width = MeasureText(subtitle, 20);
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
LIGHTGRAY);
} }
} }
void render_message(const char *message) { void render_message(const char *message, Font *font) {
if (message == NULL) if (message == NULL)
return; return;
@ -670,5 +681,5 @@ void render_message(const char *message) {
text_y = (int)box_y + padding_y; text_y = (int)box_y + padding_y;
} }
DrawText(message, text_x, text_y, font_size, WHITE); DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE);
} }

View file

@ -86,22 +86,22 @@ 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]);
// Render UI overlay // Render UI overlay
void render_ui(const Player *p); void render_ui(const Player *p, Font *font);
// Render action log (bottom left corner) // Render action log (bottom left corner)
void render_action_log(const char log[5][128], int count, int head); void render_action_log(const char log[5][128], int count, int head, Font *font);
// Render inventory selection overlay // Render inventory selection overlay
void render_inventory_overlay(const Player *p, int selected); void render_inventory_overlay(const Player *p, int selected, Font *font);
// Render floating damage text // 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);
// Render end screen (victory or death) with stats breakdown // 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, void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
int times_hit, int potions, int floors, int turns, int score); int times_hit, int potions, int floors, int turns, int score, Font *font);
// Render a message popup // Render a message popup
void render_message(const char *message); void render_message(const char *message, Font *font);
#endif // RENDER_H #endif // RENDER_H

View file

@ -8,6 +8,21 @@
#define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE) #define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE)
#define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE) #define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE)
// Font constants
#define NORM_CHAR_SPACE 4.0f
#define MED_CHAR_SPACE 2.5f
#define SMALL_CHAR_SPACE 1.6f
#define NAR_CHAR_SPACE 1.0f
#define CRAMPED_CHAR_SPACE 0.5f
#define TINY_FONT 8
#define SMALL_FONT 10
#define NORM_FONT 12
#define MEDIUM_FONT 14
#define LARGE_FONT 18
#define BIG_FONT 22
#define HUGE_FONT 30
// Game Limits // Game Limits
#define MAX_ENEMIES 64 #define MAX_ENEMIES 64
#define MAX_ITEMS 128 #define MAX_ITEMS 128