treewide: the renderer rewrite was promised to me 3000 years ago #21

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NotAShelf wants to merge 4 commits from notashelf/push-nmuuvryuwrrl into main
5 changed files with 1171 additions and 0 deletions
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tileset: initial GPU texture atlas w/ procedural sprite painting

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I7b6991f7342362033ad72ab4700fdb9f6a6a6964
raf 2026-04-22 20:03:23 +03:00
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF

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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");

118
libs/tileset/tileset.c Normal file
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@ -0,0 +1,118 @@
#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 (!IsRenderTextureValid(ts->render_target))
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_SPRITE 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 +1,873 @@
#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) {
if (max <= min)
return min;
return min + (int)(lcg_rand() % (unsigned int)(max - min + 1));
}
// Get the RenderTexture target for painting a specific tile ID
static RenderTexture2D get_target(Tileset *ts) {
return ts->render_target;
}
// 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 is 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();
}
// 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();
}
// 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();
}
// 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_SPRITE);
// 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;
}

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#ifndef TILESET_PAINT_H
#define TILESET_PAINT_H
#include "tileset.h"
// Forward declarations for types used in painting
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