treewide: the renderer rewrite was promised to me 3000 years ago #21
3 changed files with 247 additions and 130 deletions
render: clean up font management; account for differing container sizes
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Icd554815388ec44886245406ac9ea0be6a6a6964
commit
e00424a918
26
src/main.c
26
src/main.c
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@ -431,7 +431,6 @@ static int handle_movement_input(GameState *gs) {
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}
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}
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Vec2 direction = {0, 0};
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
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direction.y = -1;
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@ -448,7 +447,6 @@ static int handle_movement_input(GameState *gs) {
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// Reset combat event before player acts
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combat_reset_event();
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int new_x = gs->player.position.x + direction.x;
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int new_y = gs->player.position.y + direction.y;
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@ -519,7 +517,7 @@ void load_audio_assets(GameState *gs) {
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}
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// Main game loop
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static void game_loop(unsigned int run_seed) {
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static void game_loop(unsigned int run_seed, FontManager *fm) {
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GameState gs;
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memset(&gs, 0, sizeof(GameState));
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gs.run_seed = run_seed;
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@ -527,7 +525,7 @@ static void game_loop(unsigned int run_seed) {
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// sound
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load_audio_assets(&gs);
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// font
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Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0);
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init_fonts(fm);
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// Initialize first floor
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init_floor(&gs, 1);
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@ -553,6 +551,7 @@ static void game_loop(unsigned int run_seed) {
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gs.game_over = 0;
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gs.game_won = 0;
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load_audio_assets(&gs);
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init_fonts(fm);
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init_floor(&gs, 1);
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// Update window title with new seed
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char title[128];
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@ -585,19 +584,19 @@ static void game_loop(unsigned int run_seed) {
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// Floating texts follow world shake
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render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
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render_ui(&gs.player, &fontTTF);
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render_ui(&gs.player, fm);
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// Draw action log
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render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF);
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render_action_log(gs.action_log, gs.log_count, gs.log_head, fm);
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// Draw inventory overlay if active
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if (gs.show_inventory) {
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render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF);
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render_inventory_overlay(&gs.player, gs.inv_selected, fm);
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}
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// Draw message if any
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if (gs.last_message != NULL && gs.message_timer > 0) {
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render_message(gs.last_message, &fontTTF);
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render_message(gs.last_message, fm);
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}
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// Draw persistent seed display in top right
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@ -613,7 +612,7 @@ static void game_loop(unsigned int run_seed) {
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}
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render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
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gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
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gs.final_score, gs.run_seed, &fontTTF);
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gs.final_score, gs.run_seed, fm);
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}
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EndDrawing();
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@ -621,6 +620,9 @@ static void game_loop(unsigned int run_seed) {
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// small delay for key repeat control
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WaitTime(0.08);
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}
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// Cleanup
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destroy_fonts(fm);
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}
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// Check if a string is a valid unsigned integer
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@ -683,11 +685,13 @@ int main(int argc, char **argv) {
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SetTargetFPS(60);
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// Run game
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game_loop(run_seed);
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FontManager fm;
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init_fonts(&fm);
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game_loop(run_seed, &fm);
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// Cleanup
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CloseWindow();
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audio_close();
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return 0;
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}
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}
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318
src/render.c
318
src/render.c
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@ -5,6 +5,64 @@
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#include <stdio.h>
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#include <string.h>
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Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path) {
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if (path == NULL)
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goto try_fallback;
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Font f = LoadFontEx(path, font_size, NULL, 0);
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if (f.texture.id != 0)
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return f;
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try_fallback:
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if (fallback_path != NULL) {
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Font fb = LoadFontEx(fallback_path, font_size, NULL, 0);
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if (fb.texture.id != 0)
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return fb;
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}
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Font none = {0};
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return none;
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}
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int init_fonts(FontManager *fm) {
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if (fm == NULL)
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return 0;
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fm->title_font =
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load_font_with_fallback("./assets/fonts/Royal_Decree_Bold.ttf", 36, "./assets/fonts/spartan_500.ttf");
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fm->hud_font = load_font_with_fallback("./assets/fonts/Tomorrow_Night.ttf", 36, "./assets/fonts/spartan_500.ttf");
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fm->body_font = load_font_with_fallback("./assets/fonts/spartan_500.ttf", 36, NULL);
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fm->inv_font = load_font_with_fallback("./assets/fonts/Royal_Decree.ttf", 36, "./assets/fonts/spartan_500.ttf");
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return fm->title_font.texture.id != 0 && fm->hud_font.texture.id != 0 && fm->body_font.texture.id != 0 &&
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fm->inv_font.texture.id != 0;
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}
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void destroy_fonts(FontManager *fm) {
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if (fm == NULL)
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return;
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if (fm->title_font.texture.id != 0)
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UnloadFont(fm->title_font);
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if (fm->hud_font.texture.id != 0)
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UnloadFont(fm->hud_font);
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if (fm->body_font.texture.id != 0)
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UnloadFont(fm->body_font);
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if (fm->inv_font.texture.id != 0)
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UnloadFont(fm->inv_font);
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memset(fm, 0, sizeof(FontManager));
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}
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static void draw_text_hud(Font f, const char *text, float x, float y, int size, float spacing, Color c) {
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if (f.texture.id == 0)
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return;
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DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c);
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}
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static void draw_text_body(Font f, const char *text, float x, float y, int size, float spacing, Color c) {
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if (f.texture.id == 0)
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return;
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DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c);
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}
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void render_map(const Map *map) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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@ -31,9 +89,9 @@ void render_map(const Map *map) {
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case TILE_STAIRS:
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DrawRectangleRec(rect, stairs_color);
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if (visible)
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, NORM_FONT, WHITE);
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else
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255});
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, NORM_FONT, (Color){60, 60, 65, 255});
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break;
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}
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}
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@ -124,7 +182,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_
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}
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}
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void render_ui(const Player *p, Font *font) {
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void render_ui(const Player *p, const FontManager *fm) {
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// HUD Panel
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const int hud_y = MAP_HEIGHT * TILE_SIZE;
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const int hud_height = 60;
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@ -145,10 +203,10 @@ void render_ui(const Player *p, Font *font) {
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int section2_end = 310; // after stats
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int section3_end = 480; // after equipment
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DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
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DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5,
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(Color){60, 55, 50, 255}); // after portrait + HP bar
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DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
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DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
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DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); // after stats
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DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
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int portrait_x = 8;
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@ -169,7 +227,7 @@ void render_ui(const Player *p, Font *font) {
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// HP Label, above bar
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// Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE);
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DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim);
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draw_text_hud(fm->hud_font, "HP", (float)bar_x, (float)bar_y - 17, BIG_FONT, NAR_CHAR_SPACE, text_dim);
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// HP Bar background
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DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
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@ -194,9 +252,9 @@ void render_ui(const Player *p, Font *font) {
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// HP text, centered in bar
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char hp_text[32];
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snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
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int hp_text_w = MeasureText(hp_text, 12);
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DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT,
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SMALL_CHAR_SPACE, WHITE);
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int hp_text_w = MeasureText(hp_text, MEDIUM_FONT);
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draw_text_hud(fm->hud_font, hp_text, (float)bar_x + (bar_width - hp_text_w) / 2.0f, (float)bar_y + 2, MEDIUM_FONT,
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SMALL_CHAR_SPACE, WHITE);
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// Status effects
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int effect_x = bar_x;
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@ -231,7 +289,7 @@ void render_ui(const Player *p, Font *font) {
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if (p->effects[i].duration > 0) {
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char eff_text[16];
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snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
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DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
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draw_text_hud(fm->hud_font, eff_text, (float)effect_x, (float)effect_y, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
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effect_x += 28;
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}
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}
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@ -243,68 +301,76 @@ void render_ui(const Player *p, Font *font) {
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// Floor
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char floor_text[16];
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snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
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DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright);
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DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
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draw_text_hud(fm->hud_font, floor_text, (float)stats_x, (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, text_bright);
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draw_text_hud(fm->hud_font, "Floor", (float)stats_x, (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, text_dim);
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// ATK
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char atk_text[16];
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snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
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DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW);
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DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
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draw_text_hud(fm->hud_font, atk_text, (float)(stats_x + stat_spacing), (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE,
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YELLOW);
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draw_text_hud(fm->hud_font, "ATK", (float)(stats_x + stat_spacing), (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE,
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text_dim);
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// DEF
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char def_text[16];
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snprintf(def_text, sizeof(def_text), "%d", p->defense);
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DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE,
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(Color){100, 150, 255, 255});
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DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
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draw_text_hud(fm->hud_font, def_text, (float)(stats_x + stat_spacing * 2), (float)stats_y, LARGE_FONT,
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NORM_CHAR_SPACE, (Color){100, 150, 255, 255});
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draw_text_hud(fm->hud_font, "DEF", (float)(stats_x + stat_spacing * 2), (float)stats_y + 16, NORM_FONT,
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NAR_CHAR_SPACE, text_dim);
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int equip_x = section2_end + 15;
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int equip_y = hud_y + 8;
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// Weapon slot
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DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
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draw_text_hud(fm->hud_font, "WEAPON", (float)equip_x, (float)equip_y, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
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if (p->has_weapon) {
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const char *weapon_name = item_get_name(&p->equipped_weapon);
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if (weapon_name) {
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char weapon_text[64];
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snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power,
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dmg_class_get_short(p->equipped_weapon.dmg_class));
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DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255});
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draw_text_hud(fm->hud_font, weapon_text, (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE,
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(Color){255, 220, 100, 255});
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}
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} else {
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DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
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draw_text_hud(fm->hud_font, "None [IMP]", (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE,
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(Color){80, 75, 70, 255});
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}
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// Armor slot
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DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
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draw_text_hud(fm->hud_font, "ARMOR", (float)equip_x, (float)equip_y + 26, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
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if (p->has_armor) {
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const char *armor_name = item_get_name(&p->equipped_armor);
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if (armor_name) {
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char armor_text[48];
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snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power);
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DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255});
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draw_text_hud(fm->hud_font, armor_text, (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE,
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(Color){100, 150, 255, 255});
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}
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} else {
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DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
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draw_text_hud(fm->hud_font, "None", (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE,
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(Color){80, 75, 70, 255});
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}
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int ctrl_x = section3_end + 20;
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int ctrl_y = hud_y + 14;
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DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT,
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MED_CHAR_SPACE, (Color){139, 119, 89, 255});
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DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE,
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(Color){139, 119, 89, 255});
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draw_text_hud(fm->hud_font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (float)ctrl_x, (float)ctrl_y,
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MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255});
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draw_text_hud(fm->hud_font, "[E] Equip [D] Drop [Q] Quit", (float)ctrl_x, (float)ctrl_y + 16, MEDIUM_FONT,
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MED_CHAR_SPACE, (Color){139, 119, 89, 255});
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// INV count in top-right corner of HUD
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char inv_text[16];
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snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
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int inv_width = MeasureText(inv_text, 10);
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DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN);
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int inv_width = MeasureText(inv_text, SMALL_FONT);
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draw_text_hud(fm->hud_font, inv_text, (float)SCREEN_WIDTH - inv_width - 10, (float)hud_y + 5, SMALL_FONT,
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NAR_CHAR_SPACE, GREEN);
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}
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void render_action_log(const char log[5][128], int count, int head, Font *font) {
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void render_action_log(const char log[5][128], int count, int head, const FontManager *fm) {
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// Roguelike scroll/log panel styling
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const int log_width = 250;
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const int log_height = 90;
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@ -326,8 +392,8 @@ void render_action_log(const char log[5][128], int count, int head, Font *font)
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// Title bar
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DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
|
||||
DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE,
|
||||
(Color){180, 160, 130, 255});
|
||||
draw_text_hud(fm->hud_font, "MESSAGE LOG", (float)log_x + 8, (float)log_y + 6, MEDIUM_FONT, NAR_CHAR_SPACE,
|
||||
(Color){180, 160, 130, 255});
|
||||
|
||||
// Separator line under title
|
||||
DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark);
|
||||
|
|
@ -352,13 +418,13 @@ void render_action_log(const char log[5][128], int count, int head, Font *font)
|
|||
} else {
|
||||
text_color = (Color){120, 110, 100, 200}; // oldest: dim
|
||||
}
|
||||
DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, NORM_FONT, SMALL_CHAR_SPACE,
|
||||
text_color);
|
||||
draw_text_hud(fm->hud_font, log[idx], (float)text_x, (float)text_start_y + i * line_height, NORM_FONT,
|
||||
SMALL_CHAR_SPACE, text_color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void render_inventory_overlay(const Player *p, int selected, Font *font) {
|
||||
void render_inventory_overlay(const Player *p, int selected, const FontManager *fm) {
|
||||
// Overlay dimensions
|
||||
int ov_width = 360;
|
||||
int ov_height = 320;
|
||||
|
|
@ -370,14 +436,14 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
|
|||
// Title
|
||||
const char *title = "INVENTORY";
|
||||
// int title_w = MeasureText(title, 24);
|
||||
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);
|
||||
Vector2 t_w = MeasureTextEx(fm->inv_font, title, HUGE_FONT, NORM_CHAR_SPACE);
|
||||
draw_text_body(fm->inv_font, title, overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10, HUGE_FONT,
|
||||
NORM_CHAR_SPACE, WHITE);
|
||||
|
||||
// Draw each inventory slot
|
||||
char slot_text[64];
|
||||
int row_height = 26;
|
||||
int start_y = overlay.y + 40;
|
||||
int start_y = (int)overlay.y + 40;
|
||||
|
||||
for (int i = 0; i < MAX_INVENTORY; i++) {
|
||||
int y_pos = start_y + (i * row_height);
|
||||
|
|
@ -394,8 +460,8 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
|
|||
|
||||
// Slot number
|
||||
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
|
||||
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
|
||||
(Color){80, 80, 80, 255});
|
||||
draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_CHAR_SPACE,
|
||||
(Color){80, 80, 80, 255});
|
||||
|
||||
// Item name
|
||||
const char *name = item_get_name(item);
|
||||
|
|
@ -403,31 +469,32 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
|
|||
Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
|
||||
: (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
|
||||
: (Color){140, 140, 255, 255};
|
||||
DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, name_color);
|
||||
draw_text_body(fm->inv_font, name, overlay.x + 45, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, name_color);
|
||||
}
|
||||
// Power
|
||||
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
|
||||
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, YELLOW);
|
||||
draw_text_body(fm->inv_font, slot_text, overlay.x + 150, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, YELLOW);
|
||||
|
||||
// Action
|
||||
if (item->type == ITEM_POTION) {
|
||||
DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GREEN);
|
||||
draw_text_body(fm->inv_font, "[U]se", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, GREEN);
|
||||
} else {
|
||||
DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GOLD);
|
||||
draw_text_body(fm->inv_font, "[E]quip [D]rop", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE,
|
||||
GOLD);
|
||||
}
|
||||
} else {
|
||||
// Empty slot
|
||||
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
|
||||
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
|
||||
(Color){40, 40, 40, 255});
|
||||
draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_CHAR_SPACE,
|
||||
(Color){40, 40, 40, 255});
|
||||
}
|
||||
}
|
||||
|
||||
// Instructions at bottom
|
||||
const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
|
||||
Vector2 hint_w = MeasureTextEx(*font, hint, SMALL_FONT, NAR_CHAR_SPACE);
|
||||
DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22},
|
||||
SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255});
|
||||
Vector2 hint_w = MeasureTextEx(fm->inv_font, hint, SMALL_FONT, NAR_CHAR_SPACE);
|
||||
draw_text_body(fm->inv_font, hint, overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22,
|
||||
SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255});
|
||||
}
|
||||
|
||||
static Color label_color(FloatingText *ft, int alpha) {
|
||||
|
|
@ -508,122 +575,143 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
|
|||
Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a};
|
||||
char text[16];
|
||||
snprintf(text, sizeof(text), "%d", texts[i].value);
|
||||
int text_w = MeasureText(text, 18);
|
||||
DrawText(text, x - text_w / 2, y, 18, color);
|
||||
int text_w = MeasureText(text, FONT_SIZE_FLOAT_DMG);
|
||||
DrawText(text, x - text_w / 2, y, FONT_SIZE_FLOAT_DMG, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void draw_stat_line(Font f, char *line_buf, size_t line_buf_size, const char *label, int value, int x, int y,
|
||||
int font_size, int label_value_gap, Color label_color, Color value_color) {
|
||||
draw_text_body(f, label, (float)x, (float)y, font_size, NORM_CHAR_SPACE, label_color);
|
||||
Vector2 label_size = MeasureTextEx(f, label, (float)font_size, NORM_CHAR_SPACE);
|
||||
snprintf(line_buf, line_buf_size, "%d", value);
|
||||
draw_text_body(f, line_buf, (float)x + (int)label_size.x + label_value_gap, (float)y, font_size, NORM_CHAR_SPACE,
|
||||
value_color);
|
||||
}
|
||||
|
||||
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
|
||||
int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font) {
|
||||
int times_hit, int potions, int floors, int turns, int score, unsigned int seed,
|
||||
const FontManager *fm) {
|
||||
// Semi-transparent overlay
|
||||
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
|
||||
DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
|
||||
|
||||
// Title
|
||||
const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER";
|
||||
int title_font_size = 60;
|
||||
int title_font_size = HUGE_FONT;
|
||||
Color title_color = is_victory ? GOLD : RED;
|
||||
int title_width = MeasureText(title, title_font_size);
|
||||
DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE,
|
||||
title_color);
|
||||
draw_text_body(fm->title_font, title, (float)(SCREEN_WIDTH - title_width) / 2.0f, 30.0f, title_font_size,
|
||||
NORM_CHAR_SPACE, title_color);
|
||||
|
||||
// Stats box
|
||||
int box_x = SCREEN_WIDTH / 2 - 200;
|
||||
int box_y = 110;
|
||||
int box_w = 400;
|
||||
int box_h = 350;
|
||||
DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240});
|
||||
DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255});
|
||||
|
||||
// Stats content
|
||||
char line[64];
|
||||
int col1_x = box_x + 20;
|
||||
int col2_x = box_x + 210;
|
||||
int row_y = box_y + 20;
|
||||
int line_height = 24;
|
||||
int label_value_gap = 10;
|
||||
int col_padding = 40;
|
||||
Color label_color = LIGHTGRAY;
|
||||
Color value_color = WHITE;
|
||||
|
||||
// Column 1
|
||||
DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", kills);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
// Stats box
|
||||
const char *all_labels[] = {"Kills:", "Items:", "Damage Dealt:", "Damage Taken:", "Crits:", "Times Hit:",
|
||||
"Potions:", "Floors:", "Turns:", "SCORE:", "SEED:"};
|
||||
float max_label_width = 0.0f;
|
||||
for (size_t i = 0; i < sizeof(all_labels) / sizeof(all_labels[0]); i++) {
|
||||
Vector2 sz = MeasureTextEx(fm->body_font, all_labels[i], (float)LARGE_FONT, NORM_CHAR_SPACE);
|
||||
if (sz.x > max_label_width)
|
||||
max_label_width = sz.x;
|
||||
}
|
||||
|
||||
// Estimate max value width (5 digits + padding) to accommodate large scores/damage
|
||||
float max_value_width = MeasureTextEx(fm->body_font, "99999", (float)LARGE_FONT, NORM_CHAR_SPACE).x;
|
||||
|
||||
// Stats content
|
||||
float col_width = max_label_width + label_value_gap + max_value_width + col_padding;
|
||||
int box_w = (int)(col_width * 2.0f) + 40; // two columns + margins
|
||||
int box_h = 350;
|
||||
int box_x = (SCREEN_WIDTH - box_w) / 2;
|
||||
int box_y = 110;
|
||||
|
||||
DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240});
|
||||
DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255});
|
||||
|
||||
int col1_x = box_x + 20;
|
||||
int col2_x = box_x + 20 + (int)col_width; // Column 2
|
||||
int row_y = box_y + 20; // Column 1
|
||||
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Kills:", kills, col1_x, row_y, LARGE_FONT, label_value_gap,
|
||||
label_color, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", items);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Items:", items, col1_x, row_y, LARGE_FONT, label_value_gap,
|
||||
label_color, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", damage_dealt);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Damage Dealt:", damage_dealt, col1_x, row_y, LARGE_FONT,
|
||||
label_value_gap, label_color, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", damage_taken);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Damage Taken:", damage_taken, col1_x, row_y, LARGE_FONT,
|
||||
label_value_gap, label_color, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", crits);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Crits:", crits, col1_x, row_y, LARGE_FONT, label_value_gap,
|
||||
label_color, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", times_hit);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Times Hit:", times_hit, col1_x, row_y, LARGE_FONT, label_value_gap,
|
||||
label_color, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
// Column 2
|
||||
int col2_row_y = box_y + 20;
|
||||
DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", potions);
|
||||
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Potions:", potions, col2_x, col2_row_y, LARGE_FONT,
|
||||
label_value_gap, label_color, value_color);
|
||||
col2_row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", floors);
|
||||
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Floors:", floors, col2_x, col2_row_y, LARGE_FONT, label_value_gap,
|
||||
label_color, value_color);
|
||||
col2_row_y += line_height;
|
||||
|
||||
DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", turns);
|
||||
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
draw_stat_line(fm->body_font, line, sizeof(line), "Turns:", turns, col2_x, col2_row_y, LARGE_FONT, label_value_gap,
|
||||
label_color, value_color);
|
||||
col2_row_y += line_height;
|
||||
|
||||
// Score: placed below the last row of the longer column (6 items, row_y is already there)
|
||||
row_y += 10;
|
||||
DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD);
|
||||
draw_text_body(fm->body_font, "SCORE:", (float)col1_x, (float)row_y, BIG_FONT, NORM_CHAR_SPACE, GOLD);
|
||||
Vector2 score_label_size = MeasureTextEx(fm->body_font, "SCORE:", (float)BIG_FONT, NORM_CHAR_SPACE);
|
||||
snprintf(line, sizeof(line), "%d", score);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD);
|
||||
draw_text_body(fm->body_font, line, (float)col1_x + (int)score_label_size.x + label_value_gap, (float)row_y, BIG_FONT,
|
||||
NORM_CHAR_SPACE, GOLD);
|
||||
row_y += 35;
|
||||
|
||||
// Seed display
|
||||
DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color);
|
||||
draw_text_body(fm->body_font, "SEED:", (float)col1_x, (float)row_y, LARGE_FONT, SMALL_CHAR_SPACE, label_color);
|
||||
Vector2 seed_label_size = MeasureTextEx(fm->body_font, "SEED:", (float)LARGE_FONT, SMALL_CHAR_SPACE);
|
||||
snprintf(line, sizeof(line), "%u", seed);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, SMALL_CHAR_SPACE, END_SEED);
|
||||
draw_text_body(fm->body_font, line, (float)col1_x + (int)seed_label_size.x + label_value_gap, (float)row_y,
|
||||
LARGE_FONT, SMALL_CHAR_SPACE, END_SEED);
|
||||
|
||||
// Instructions
|
||||
if (is_victory) {
|
||||
const char *subtitle = "Press R to play again or Q to quit";
|
||||
int sub_width = MeasureText(subtitle, 20);
|
||||
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
|
||||
LIGHTGRAY);
|
||||
int sub_width = MeasureText(subtitle, LARGE_FONT);
|
||||
draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50,
|
||||
LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY);
|
||||
} else {
|
||||
const char *subtitle = "Press R to restart or Q to quit";
|
||||
int sub_width = MeasureText(subtitle, 20);
|
||||
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
|
||||
LIGHTGRAY);
|
||||
int sub_width = MeasureText(subtitle, LARGE_FONT);
|
||||
draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50,
|
||||
LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
void render_message(const char *message, Font *font) {
|
||||
void render_message(const char *message, const FontManager *fm) {
|
||||
if (message == NULL)
|
||||
return;
|
||||
|
||||
const int font_size = 20;
|
||||
const int font_size = NORM_FONT;
|
||||
const int line_height = font_size + 4;
|
||||
const int padding_x = 20;
|
||||
const int padding_y = 15;
|
||||
|
|
@ -654,8 +742,8 @@ void render_message(const char *message, Font *font) {
|
|||
longest_line_width = current_line_width;
|
||||
|
||||
// Measure full message
|
||||
Vector2 total_msg_width = MeasureTextEx(*font, message, font_size, NORM_CHAR_SPACE);
|
||||
int box_width = total_msg_width.x + (padding_x * 2);
|
||||
Vector2 total_msg_width = MeasureTextEx(fm->body_font, message, font_size, NORM_CHAR_SPACE);
|
||||
int box_width = (int)total_msg_width.x + (padding_x * 2);
|
||||
|
||||
// If message is too long, use wrapped width
|
||||
if (box_width > max_box_width) {
|
||||
|
|
@ -679,7 +767,7 @@ void render_message(const char *message, Font *font) {
|
|||
DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255});
|
||||
|
||||
// Draw text centered
|
||||
int text_x = (SCREEN_WIDTH - total_msg_width.x) / 2;
|
||||
int text_x = (SCREEN_WIDTH - (int)total_msg_width.x) / 2;
|
||||
int text_y = (SCREEN_HEIGHT - font_size) / 2;
|
||||
|
||||
// For wrapped text, draw at box center with padding
|
||||
|
|
@ -688,14 +776,14 @@ void render_message(const char *message, Font *font) {
|
|||
text_y = (int)box_y + padding_y;
|
||||
}
|
||||
|
||||
DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE);
|
||||
draw_text_body(fm->body_font, message, (float)text_x, (float)text_y, font_size, NORM_CHAR_SPACE, WHITE);
|
||||
}
|
||||
|
||||
void render_seed_display(unsigned int seed) {
|
||||
char seed_text[64];
|
||||
snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed);
|
||||
|
||||
const int font_size = 14;
|
||||
const int font_size = TINY_FONT;
|
||||
int text_width = MeasureText(seed_text, font_size);
|
||||
|
||||
// Position at top right with padding
|
||||
|
|
|
|||
37
src/render.h
37
src/render.h
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
#ifndef RENDER_H
|
||||
#define RENDER_H
|
||||
|
||||
|
|
@ -75,6 +74,31 @@
|
|||
// FIXME: remove when player sprites are available
|
||||
#define PORTRAIT_BG (Color){30, 30, 45, 255}
|
||||
|
||||
// Font manager encapsulates all loaded fonts with role-based mapping
|
||||
typedef struct {
|
||||
Font title_font; // Royal_Decree_Bold.ttf -- end/title screens
|
||||
Font hud_font; // Tomorrow_Night.ttf -- HUD and log panels
|
||||
Font body_font; // spartan_500.ttf -- body text, floating labels
|
||||
Font inv_font; // Royal_Decree.ttf -- inventory overlay
|
||||
} FontManager;
|
||||
|
||||
// Font role constants for paint_tile functions (Phase 3)
|
||||
#define TILE_FONT_NONE 0
|
||||
|
||||
// Attempt to load a font from path; if the resulting texture is invalid (texture.id == 0),
|
||||
// fall back to fallback_path. If fallback also fails, the returned Font will have
|
||||
// texture.id == 0 and the caller must handle gracefully.
|
||||
Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path);
|
||||
|
||||
// Initialize a FontManager by loading all 4 available fonts with fallback chain.
|
||||
// Returns 0 on complete failure (all fonts failed to load), non-zero on success
|
||||
// (at least one font loaded). On partial failure, individual fields may be invalid
|
||||
// (texture.id == 0); callers must check before using a given role font.
|
||||
int init_fonts(FontManager *fm);
|
||||
|
||||
// Unload all fonts held by a FontManager
|
||||
void destroy_fonts(FontManager *fm);
|
||||
|
||||
// Render the map tiles
|
||||
void render_map(const Map *map);
|
||||
|
||||
|
|
@ -88,23 +112,24 @@ 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]);
|
||||
|
||||
// Render UI overlay
|
||||
void render_ui(const Player *p, Font *font);
|
||||
void render_ui(const Player *p, const FontManager *fm);
|
||||
|
||||
// Render action log (bottom left corner)
|
||||
void render_action_log(const char log[5][128], int count, int head, Font *font);
|
||||
void render_action_log(const char log[5][128], int count, int head, const FontManager *fm);
|
||||
|
||||
// Render inventory selection overlay
|
||||
void render_inventory_overlay(const Player *p, int selected, Font *font);
|
||||
void render_inventory_overlay(const Player *p, int selected, const FontManager *fm);
|
||||
|
||||
// Render floating damage text
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y);
|
||||
|
||||
// Render end screen (victory or death) with stats breakdown
|
||||
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
|
||||
int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font);
|
||||
int times_hit, int potions, int floors, int turns, int score, unsigned int seed,
|
||||
const FontManager *fm);
|
||||
|
||||
// Render a message popup
|
||||
void render_message(const char *message, Font *font);
|
||||
void render_message(const char *message, const FontManager *fm);
|
||||
|
||||
// Render seed display at top right of screen
|
||||
void render_seed_display(unsigned int seed);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue