treewide: the renderer rewrite was promised to me 3000 years ago #21
5 changed files with 1171 additions and 0 deletions
tileset: initial GPU texture atlas w/ procedural sprite painting
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I7b6991f7342362033ad72ab4700fdb9f6a6a6964
commit
ceb657add8
23
build.zig
23
build.zig
|
|
@ -49,6 +49,28 @@ pub fn build(b: *std.Build) void {
|
|||
// utils.h is co-located with map.c
|
||||
map_lib.addIncludePath(b.path("libs/map"));
|
||||
|
||||
// Tileset library
|
||||
const tileset_obj = b.addObject(.{
|
||||
.name = "tileset",
|
||||
.root_module = b.createModule(.{
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
.link_libc = true,
|
||||
}),
|
||||
});
|
||||
tileset_obj.addCSourceFiles(.{
|
||||
.files = &[_][]const u8{
|
||||
"libs/tileset/tileset.c",
|
||||
"libs/tileset/tileset_paint.c",
|
||||
},
|
||||
.flags = &c_flags,
|
||||
});
|
||||
// tileset.h includes settings.h which lives in src/
|
||||
tileset_obj.addIncludePath(b.path("src"));
|
||||
// tileset.c includes tileset.h which is co-located
|
||||
tileset_obj.addIncludePath(b.path("libs/tileset"));
|
||||
tileset_obj.linkSystemLibrary("raylib");
|
||||
|
||||
// Zig combat library. This must be compiled as an object and linked
|
||||
// directly to bypassing the archive step, or it yields a corrupt
|
||||
// archive that forces the user to clear the cache each time.
|
||||
|
|
@ -98,6 +120,7 @@ pub fn build(b: *std.Build) void {
|
|||
|
||||
exe.linkLibrary(rng_lib);
|
||||
exe.linkLibrary(map_lib);
|
||||
exe.addObject(tileset_obj);
|
||||
exe.addObject(combat_obj);
|
||||
exe.linkSystemLibrary("raylib");
|
||||
exe.linkSystemLibrary("m");
|
||||
|
|
|
|||
118
libs/tileset/tileset.c
Normal file
118
libs/tileset/tileset.c
Normal file
|
|
@ -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
91
libs/tileset/tileset.h
Normal file
|
|
@ -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
|
||||
873
libs/tileset/tileset_paint.c
Normal file
873
libs/tileset/tileset_paint.c
Normal file
|
|
@ -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;
|
||||
}
|
||||
66
libs/tileset/tileset_paint.h
Normal file
66
libs/tileset/tileset_paint.h
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
#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
|
||||
Loading…
Add table
Add a link
Reference in a new issue