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

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NotAShelf wants to merge 4 commits from notashelf/push-nmuuvryuwrrl into main
15 changed files with 2143 additions and 224 deletions

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@ -49,6 +49,28 @@ pub fn build(b: *std.Build) void {
// utils.h is co-located with map.c // utils.h is co-located with map.c
map_lib.addIncludePath(b.path("libs/map")); 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 // Zig combat library. This must be compiled as an object and linked
// directly to bypassing the archive step, or it yields a corrupt // directly to bypassing the archive step, or it yields a corrupt
// archive that forces the user to clear the cache each time. // 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(rng_lib);
exe.linkLibrary(map_lib); exe.linkLibrary(map_lib);
exe.addObject(tileset_obj);
exe.addObject(combat_obj); exe.addObject(combat_obj);
exe.linkSystemLibrary("raylib"); exe.linkSystemLibrary("raylib");
exe.linkSystemLibrary("m"); exe.linkSystemLibrary("m");

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@ -2,6 +2,7 @@
#include "rng/rng.h" #include "rng/rng.h"
#include "settings.h" #include "settings.h"
#include "utils.h" #include "utils.h"
#include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
@ -20,7 +21,8 @@ void map_init(Map *map) {
int is_floor(const Map *map, int x, int y) { int is_floor(const Map *map, int x, int y) {
if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT)) if (!in_bounds(x, y, MAP_WIDTH, MAP_HEIGHT))
return 0; return 0;
return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS; return map->tiles[y][x] == TILE_FLOOR || map->tiles[y][x] == TILE_STAIRS || map->tiles[y][x] == TILE_DOOR_OPEN ||
map->tiles[y][x] == TILE_DOOR_RUINED;
} }
void get_room_center(Room *room, int *cx, int *cy) { void get_room_center(Room *room, int *cx, int *cy) {
@ -109,6 +111,32 @@ static int generate_rooms(Map *map, Room *rooms, int floor) {
return room_count; return room_count;
} }
// Check if a tile is at a room boundary (adjacent to wall but inside room)
static int is_room_boundary(Map *map, int x, int y) {
// Must be floor
if (map->tiles[y][x] != TILE_FLOOR)
return 0;
// Must have at least one adjacent wall
if (in_bounds(x - 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x - 1] == TILE_WALL)
return 1;
if (in_bounds(x + 1, y, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y][x + 1] == TILE_WALL)
return 1;
if (in_bounds(x, y - 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y - 1][x] == TILE_WALL)
return 1;
if (in_bounds(x, y + 1, MAP_WIDTH, MAP_HEIGHT) && map->tiles[y + 1][x] == TILE_WALL)
return 1;
return 0;
}
// Place doors at corridor-room junctions
// DISABLED: Door placement removed per user request
static void place_doors(Map *map, Room *rooms, int room_count) {
(void)map;
(void)rooms;
(void)room_count;
// No-op: doors disabled
}
// Connect all rooms with corridors // Connect all rooms with corridors
static void connect_rooms(Map *map, Room *rooms, int room_count) { static void connect_rooms(Map *map, Room *rooms, int room_count) {
for (int i = 0; i < room_count - 1; i++) { for (int i = 0; i < room_count - 1; i++) {
@ -125,6 +153,9 @@ static void connect_rooms(Map *map, Room *rooms, int room_count) {
carve_h_corridor(map, cx1, cx2, cy2); carve_h_corridor(map, cx1, cx2, cy2);
} }
} }
// Place doors after all corridors are carved
place_doors(map, rooms, room_count);
} }
// Place stairs in the last room (furthest from start) // Place stairs in the last room (furthest from start)
@ -134,8 +165,43 @@ static void place_stairs(Map *map, Room *rooms, int room_count) {
int cx, cy; int cx, cy;
get_room_center(last_room, &cx, &cy); get_room_center(last_room, &cx, &cy);
// Place stairs at center of last room // Ensure stairs are placed on a floor tile, not a wall
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT) && map->tiles[cy][cx] == TILE_FLOOR) {
map->tiles[cy][cx] = TILE_STAIRS;
return;
}
// 3x3 fallback
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
int nx = cx + dx;
int ny = cy + dy;
if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) {
map->tiles[ny][nx] = TILE_STAIRS;
return;
}
}
}
// Expanded fallback: scan the room for any floor tile
for (int dy = 0; dy < last_room->h; dy++) {
for (int dx = 0; dx < last_room->w; dx++) {
int nx = last_room->x + dx;
int ny = last_room->y + dy;
if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_FLOOR) {
map->tiles[ny][nx] = TILE_STAIRS;
return;
}
}
}
// Final fallback: force the center tile to stairs regardless of type
fprintf(stderr, "Warning: No floor tile found for stairs at room center (%d, %d). Forcing stairs placement.\n", cx,
cy);
if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) { if (in_bounds(cx, cy, MAP_WIDTH, MAP_HEIGHT)) {
if (map->tiles[cy][cx] == TILE_WALL) {
map->tiles[cy][cx] = TILE_FLOOR;
}
map->tiles[cy][cx] = TILE_STAIRS; map->tiles[cy][cx] = TILE_STAIRS;
} }
} }

118
libs/tileset/tileset.c Normal file
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@ -0,0 +1,118 @@
#include "tileset.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
int tileset_init(Tileset *ts, int tile_w, int tile_h) {
if (ts == NULL)
return 0;
if (tile_w <= 0 || tile_h <= 0)
return 0;
memset(ts, 0, sizeof(Tileset));
ts->tile_w = tile_w;
ts->tile_h = tile_h;
// Compute grid dimensions to fit MAX_TILE_ID tiles
ts->atlas_cols = 4; // 4 columns
ts->atlas_rows = (MAX_TILE_ID + ts->atlas_cols - 1) / ts->atlas_cols; // round up
int atlas_w = ts->atlas_cols * tile_w;
int atlas_h = ts->atlas_rows * tile_h;
// Validate atlas dimensions are reasonable
if (atlas_w <= 0 || atlas_h <= 0 || atlas_w > 4096 || atlas_h > 4096)
return 0;
ts->render_target = LoadRenderTexture(atlas_w, atlas_h);
if (!IsRenderTextureValid(ts->render_target))
return 0;
// Clear to transparent so unpainted regions don't show artifacts
BeginTextureMode(ts->render_target);
ClearBackground(BLANK);
EndTextureMode();
ts->finalized = 0;
ts->tile_count = 0;
return 1;
}
int tileset_register(Tileset *ts, int id) {
if (ts == NULL)
return 0;
if (id < 0 || id >= MAX_TILE_ID)
return 0;
if (ts->render_target.id == 0)
return 0;
if (ts->finalized)
return 0;
if (ts->regions[id].width != 0)
return 0; // already registered
int col = id % ts->atlas_cols;
int row = id / ts->atlas_cols;
ts->regions[id] =
(Rectangle){(float)(col * ts->tile_w), (float)(row * ts->tile_h), (float)ts->tile_w, (float)ts->tile_h};
ts->tile_count++;
return 1;
}
int tileset_finalize(Tileset *ts) {
if (ts == NULL)
return 0;
if (ts->render_target.id == 0)
return 0;
if (ts->finalized)
return 1; // already finalized
// Convert RenderTexture to regular Texture2D
// RenderTexture textures are flipped vertically in raylib, so we need to handle that
Texture2D old_texture = ts->render_target.texture;
// Create a new texture from the render texture data
Image img = LoadImageFromTexture(old_texture);
if (img.data == NULL) {
return 0;
}
// Flip image vertically because RenderTexture is upside-down
ImageFlipVertical(&img);
Texture2D new_tex = LoadTextureFromImage(img);
UnloadImage(img);
if (new_tex.id == 0) {
return 0;
}
// Unload the old render texture and replace with the new regular texture
UnloadRenderTexture(ts->render_target);
ts->render_target.id = 0;
ts->atlas = new_tex;
ts->finalized = 1;
return 1;
}
Rectangle tileset_get_region(const Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return (Rectangle){0, 0, 0, 0};
if (!ts->finalized)
return (Rectangle){0, 0, 0, 0};
return ts->regions[id];
}
void tileset_destroy(Tileset *ts) {
if (ts == NULL)
return;
if (ts->finalized) {
if (ts->atlas.id != 0)
UnloadTexture(ts->atlas);
} else {
if (ts->render_target.id != 0)
UnloadRenderTexture(ts->render_target);
}
memset(ts, 0, sizeof(Tileset));
}

91
libs/tileset/tileset.h Normal file
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@ -0,0 +1,91 @@
#ifndef TILESET_H
#define TILESET_H
#include "settings.h"
#include <raylib.h>
// Maximum number of tiles that can be registered in a single atlas
#define MAX_TILE_ID 32
// Tile IDs for map tiles (variants for visual variety)
#define TILE_WALL_0 0
#define TILE_WALL_1 1
#define TILE_FLOOR_0 2
#define TILE_FLOOR_1 3
#define TILE_FLOOR_2 4
#define TILE_FLOOR_3 5
#define TILE_STAIRS_SPRITE 6
// Sprite IDs for entities
#define SPRITE_PLAYER 7
#define SPRITE_PLAYER_WALK_0 8
#define SPRITE_PLAYER_WALK_1 9
#define SPRITE_PLAYER_ATTACK 10
#define SPRITE_ENEMY_GOBLIN 11
#define SPRITE_ENEMY_GOBLIN_WALK_0 12
#define SPRITE_ENEMY_GOBLIN_WALK_1 13
#define SPRITE_ENEMY_GOBLIN_ATTACK 14
#define SPRITE_ENEMY_SKELETON 15
#define SPRITE_ENEMY_SKELETON_WALK_0 16
#define SPRITE_ENEMY_SKELETON_WALK_1 17
#define SPRITE_ENEMY_SKELETON_ATTACK 18
#define SPRITE_ENEMY_ORC 19
#define SPRITE_ENEMY_ORC_WALK_0 20
#define SPRITE_ENEMY_ORC_WALK_1 21
#define SPRITE_ENEMY_ORC_ATTACK 22
#define SPRITE_ITEM_POTION 23
#define SPRITE_ITEM_WEAPON 24
#define SPRITE_ITEM_ARMOR 25
// Door tiles
#define TILE_DOOR_CLOSED_SPRITE 26
#define TILE_DOOR_OPEN_SPRITE 27
// Effect/status sprites
#define SPRITE_EFFECT_BURN 28
#define SPRITE_EFFECT_POISON 29
#define SPRITE_EFFECT_BLOCK 30
#define SPRITE_SLASH_EFFECT 31
// Total count of defined tiles
#define NUM_TILE_IDS 32
// Tileset encapsulates a GPU texture atlas with sub-rectangle regions per tile ID.
// The atlas is built at startup by painting into a RenderTexture, then finalized
// into a regular Texture2D for efficient drawing via DrawTexturePro.
typedef struct {
RenderTexture2D render_target; // RenderTexture for painting (valid before finalize)
Texture2D atlas; // GPU texture (valid after finalize)
int tile_w; // width of each tile in pixels
int tile_h; // height of each tile in pixels
Rectangle regions[MAX_TILE_ID]; // sub-rectangles within atlas for each tile ID
int tile_count; // number of registered tiles
int atlas_cols; // number of columns in the atlas grid
int atlas_rows; // number of rows in the atlas grid
int finalized; // 1 after tileset_finalize called, 0 otherwise
} Tileset;
// Initialize a tileset with the given tile dimensions.
// Computes atlas grid size based on MAX_TILE_ID and allocates a RenderTexture.
// Returns 0 on failure (e.g., RenderTexture allocation failed), non-zero on success.
int tileset_init(Tileset *ts, int tile_w, int tile_h);
// Register a tile ID with its atlas region.
// The region is computed automatically based on tile_w/tile_h and the ID index.
// Returns 0 if the ID is out of bounds or already registered, non-zero on success.
int tileset_register(Tileset *ts, int id);
// Finalize the tileset: converts the internal RenderTexture into a regular Texture2D
// suitable for DrawTexturePro. After this call, painting functions must not be used.
// Returns 0 on failure, non-zero on success.
int tileset_finalize(Tileset *ts);
// Get the atlas sub-rectangle for a given tile ID.
// Returns a zeroed Rectangle if the ID is invalid or not registered.
Rectangle tileset_get_region(const Tileset *ts, int id);
// Destroy a tileset, unloading the atlas texture and zeroing the struct.
// Safe to call on a zero-initialized or already-destroyed tileset.
void tileset_destroy(Tileset *ts);
#endif // TILESET_H

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@ -0,0 +1,873 @@
#include "tileset_paint.h"
#include <stddef.h>
#include <stdlib.h>
// Simple LCG for deterministic noise (seeded by position)
static unsigned int lcg_seed = 0;
static void lcg_srand(unsigned int seed) {
lcg_seed = seed;
}
static unsigned int lcg_rand(void) {
lcg_seed = lcg_seed * 1103515245 + 12345;
return lcg_seed;
}
static int lcg_rand_range(int min, int max) {
if (max <= min)
return min;
return min + (int)(lcg_rand() % (unsigned int)(max - min + 1));
}
// Get the RenderTexture target for painting a specific tile ID
static RenderTexture2D get_target(Tileset *ts) {
return ts->render_target;
}
// Compute screen offset for a tile ID within the atlas
static Vector2 get_paint_offset(Tileset *ts, int id) {
int col = id % ts->atlas_cols;
int row = id / ts->atlas_cols;
return (Vector2){(float)(col * ts->tile_w), (float)(row * ts->tile_h)};
}
void paint_wall_tile(Tileset *ts, int id, int variant) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int w = ts->tile_w;
int h = ts->tile_h;
BeginTextureMode(ts->render_target);
// Base color is much darker for better contrast against floor
Color base = variant == 0 ? (Color){45, 42, 38, 255} : (Color){35, 32, 28, 255};
DrawRectangle((int)off.x, (int)off.y, w, h, base);
// Brick pattern
int brick_h = h / 3;
int brick_w = w / 2;
Color mortar = (Color){25, 22, 18, 255};
Color brick_light = variant == 0 ? (Color){70, 65, 60, 255} : (Color){50, 47, 43, 255};
Color brick_dark = variant == 0 ? (Color){40, 37, 33, 255} : (Color){30, 27, 24, 255};
for (int row = 0; row < 3; row++) {
int y = (int)off.y + row * brick_h;
int offset_x = (row % 2 == 0) ? 0 : brick_w / 2;
for (int col = -1; col < 3; col++) {
int x = (int)off.x + offset_x + col * brick_w;
if (x >= (int)off.x + w)
break;
if (x + brick_w <= (int)off.x)
continue;
// Clip to tile bounds
int draw_x = x < (int)off.x ? (int)off.x : x;
int draw_w = brick_w;
if (draw_x + draw_w > (int)off.x + w)
draw_w = (int)off.x + w - draw_x;
Color c = ((col + row) % 2 == 0) ? brick_light : brick_dark;
DrawRectangle(draw_x, y, draw_w, brick_h - 1, c);
}
}
// Mortar lines
for (int row = 1; row < 3; row++) {
int y = (int)off.y + row * brick_h;
DrawLine((int)off.x, y, (int)off.x + w - 1, y, mortar);
}
EndTextureMode();
}
void paint_floor_tile(Tileset *ts, int id, int variant) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int w = ts->tile_w;
int h = ts->tile_h;
BeginTextureMode(ts->render_target);
// Base stone color - lighter than walls for contrast
Color base = (Color){75, 72, 68, 255};
DrawRectangle((int)off.x, (int)off.y, w, h, base);
// Seeded noise based on variant
lcg_srand((unsigned int)(variant * 7919 + id * 104729));
// Dithered noise dots - lighter shades
int num_dots = 8 + variant * 4;
for (int i = 0; i < num_dots; i++) {
int px = (int)off.x + lcg_rand_range(1, w - 2);
int py = (int)off.y + lcg_rand_range(1, h - 2);
int shade = lcg_rand_range(0, 3);
Color c;
if (shade == 0)
c = (Color){85, 82, 78, 255};
else if (shade == 1)
c = (Color){65, 62, 58, 255};
else
c = (Color){90, 87, 83, 255};
DrawPixel(px, py, c);
}
// Occasional crack line
if (variant >= 2) {
int crack_x = (int)off.x + lcg_rand_range(2, w - 3);
int crack_y = (int)off.y + lcg_rand_range(2, h - 3);
int crack_len = lcg_rand_range(2, 4);
int crack_dir = lcg_rand_range(0, 1); // 0 = horizontal, 1 = vertical
Color crack_color = (Color){55, 52, 48, 255};
for (int i = 0; i < crack_len; i++) {
if (crack_dir == 0)
DrawPixel(crack_x + i, crack_y, crack_color);
else
DrawPixel(crack_x, crack_y + i, crack_color);
}
}
EndTextureMode();
}
void paint_stairs_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int w = ts->tile_w;
int h = ts->tile_h;
BeginTextureMode(ts->render_target);
// Dark stone background
DrawRectangle((int)off.x, (int)off.y, w, h, (Color){40, 38, 35, 255});
// Stair steps (3 steps)
int step_h = h / 4;
Color step_light = (Color){100, 95, 90, 255};
Color step_dark = (Color){60, 57, 53, 255};
for (int i = 0; i < 3; i++) {
int y = (int)off.y + h - (i + 1) * step_h;
int inset = i * 2;
int x = (int)off.x + inset;
DrawRectangle(x, y, w - inset * 2, step_h - 1, step_light);
DrawLine(x, y + step_h - 1, x + w - inset * 2 - 1, y + step_h - 1, step_dark);
}
// ">" symbol on top step
int top_y = (int)off.y + 2;
int cx = (int)off.x + w / 2;
Color arrow = (Color){180, 175, 170, 255};
DrawPixel(cx, top_y, arrow);
DrawPixel(cx - 1, top_y + 1, arrow);
DrawPixel(cx + 1, top_y + 1, arrow);
DrawPixel(cx - 2, top_y + 2, arrow);
DrawPixel(cx + 2, top_y + 2, arrow);
DrawPixel(cx, top_y + 3, arrow);
EndTextureMode();
}
static void draw_player_base(Tileset *ts, int id, int leg_offset_left, int leg_offset_right, int arm_offset_left,
int arm_offset_right) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int w = ts->tile_w;
int h = ts->tile_h;
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
// Clear to transparent
DrawRectangle(ox, oy, w, h, BLANK);
// Simple adventurer silhouette (16x16)
Color skin = (Color){230, 200, 160, 255};
Color tunic = (Color){60, 100, 180, 255};
Color pants = (Color){80, 60, 40, 255};
Color boots = (Color){50, 40, 30, 255};
Color hair = (Color){120, 80, 40, 255};
// Head (3x3)
DrawRectangle(ox + 6, oy + 2, 4, 3, skin);
// Hair
DrawRectangle(ox + 6, oy + 1, 4, 1, hair);
DrawPixel(ox + 5, oy + 2, hair);
DrawPixel(ox + 10, oy + 2, hair);
// Body/tunic (4x5)
DrawRectangle(ox + 5, oy + 5, 6, 5, tunic);
// Belt
DrawRectangle(ox + 5, oy + 9, 6, 1, (Color){120, 80, 30, 255});
// Legs with offset for walking animation
DrawRectangle(ox + 6 + leg_offset_left, oy + 10, 2, 4, pants);
DrawRectangle(ox + 8 + leg_offset_right, oy + 10, 2, 4, pants);
// Boots with offset
DrawRectangle(ox + 6 + leg_offset_left, oy + 14, 2, 2, boots);
DrawRectangle(ox + 8 + leg_offset_right, oy + 14, 2, 2, boots);
// Arms with offset
DrawRectangle(ox + 3 + arm_offset_left, oy + 6, 2, 3, skin);
DrawRectangle(ox + 11 + arm_offset_right, oy + 6, 2, 3, skin);
EndTextureMode();
}
void paint_player_tile(Tileset *ts, int id) {
// Idle pose - no offsets
draw_player_base(ts, id, 0, 0, 0, 0);
}
void paint_player_walk_tile(Tileset *ts, int id, int frame) {
// Frame 0: left leg forward, right leg back
// Frame 1: right leg forward, left leg back
int leg_left = (frame == 0) ? -1 : 1;
int leg_right = (frame == 0) ? 1 : -1;
int arm_left = (frame == 0) ? 1 : -1;
int arm_right = (frame == 0) ? -1 : 1;
draw_player_base(ts, id, leg_left, leg_right, arm_left, arm_right);
}
void paint_player_attack_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int w = ts->tile_w;
int h = ts->tile_h;
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
// Clear to transparent
DrawRectangle(ox, oy, w, h, BLANK);
// Attack pose - lunging forward with sword arm extended
Color skin = (Color){230, 200, 160, 255};
Color tunic = (Color){60, 100, 180, 255};
Color pants = (Color){80, 60, 40, 255};
Color boots = (Color){50, 40, 30, 255};
Color hair = (Color){120, 80, 40, 255};
Color steel = (Color){180, 180, 190, 255};
// Head (3x3)
DrawRectangle(ox + 7, oy + 2, 4, 3, skin);
// Hair
DrawRectangle(ox + 7, oy + 1, 4, 1, hair);
DrawPixel(ox + 6, oy + 2, hair);
DrawPixel(ox + 11, oy + 2, hair);
// Body/tunic (4x5) - shifted right for lunge
DrawRectangle(ox + 6, oy + 5, 6, 5, tunic);
// Belt
DrawRectangle(ox + 6, oy + 9, 6, 1, (Color){120, 80, 30, 255});
// Legs - left forward, right back
DrawRectangle(ox + 5, oy + 10, 2, 4, pants);
DrawRectangle(ox + 9, oy + 10, 2, 4, pants);
// Boots
DrawRectangle(ox + 5, oy + 14, 2, 2, boots);
DrawRectangle(ox + 9, oy + 14, 2, 2, boots);
// Left arm (back)
DrawRectangle(ox + 4, oy + 6, 2, 3, skin);
// Right arm extended forward with sword
DrawRectangle(ox + 12, oy + 6, 3, 2, skin);
// Sword blade
DrawRectangle(ox + 14, oy + 4, 1, 6, steel);
// Sword hilt
DrawRectangle(ox + 13, oy + 7, 3, 1, (Color){100, 80, 40, 255});
EndTextureMode();
}
// Draw goblin base with configurable leg/arm offsets
static void draw_goblin_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
Color skin = (Color){80, 140, 60, 255};
Color dark = (Color){50, 90, 35, 255};
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Head (large, hunched forward)
DrawRectangle(ox + 4, oy + 3, 8, 6, skin);
// Eyes (angry)
DrawPixel(ox + 5, oy + 5, (Color){200, 50, 50, 255});
DrawPixel(ox + 10, oy + 5, (Color){200, 50, 50, 255});
// Ears (pointy)
DrawPixel(ox + 3, oy + 4, skin);
DrawPixel(ox + 12, oy + 4, skin);
// Body (small, hunched)
DrawRectangle(ox + 5, oy + 9, 6, 4, dark);
// Legs with offsets
DrawRectangle(ox + 5 + leg_left, oy + 13, 2, 3, skin);
DrawRectangle(ox + 9 + leg_right, oy + 13, 2, 3, skin);
// Arms with offsets
DrawRectangle(ox + 3 + arm_left, oy + 10, 2, 2, skin);
DrawRectangle(ox + 11 + arm_right, oy + 10, 2, 2, skin);
EndTextureMode();
}
// Draw skeleton base with configurable leg/arm offsets
static void draw_skeleton_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
Color bone = (Color){220, 220, 210, 255};
Color dark_bone = (Color){180, 180, 170, 255};
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Skull
DrawRectangle(ox + 5, oy + 2, 6, 5, bone);
// Eye sockets
DrawPixel(ox + 6, oy + 4, (Color){20, 20, 20, 255});
DrawPixel(ox + 9, oy + 4, (Color){20, 20, 20, 255});
// Ribs
for (int i = 0; i < 3; i++) {
DrawRectangle(ox + 4, oy + 8 + i * 2, 8, 1, bone);
}
// Spine
DrawRectangle(ox + 7, oy + 7, 2, 6, dark_bone);
// Legs with offsets
DrawRectangle(ox + 5 + leg_left, oy + 13, 2, 3, bone);
DrawRectangle(ox + 9 + leg_right, oy + 13, 2, 3, bone);
// Arms with offsets
DrawRectangle(ox + 3 + arm_left, oy + 8, 2, 3, bone);
DrawRectangle(ox + 11 + arm_right, oy + 8, 2, 3, bone);
EndTextureMode();
}
// Draw orc base with configurable leg/arm offsets
static void draw_orc_base(Tileset *ts, int id, int leg_left, int leg_right, int arm_left, int arm_right) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
Color skin = (Color){60, 100, 45, 255};
Color dark = (Color){40, 70, 30, 255};
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Large head
DrawRectangle(ox + 3, oy + 2, 10, 7, skin);
// Small angry eyes
DrawPixel(ox + 5, oy + 5, (Color){250, 250, 50, 255});
DrawPixel(ox + 10, oy + 5, (Color){250, 250, 50, 255});
// Tusks
DrawPixel(ox + 6, oy + 7, (Color){240, 240, 220, 255});
DrawPixel(ox + 9, oy + 7, (Color){240, 240, 220, 255});
// Broad body
DrawRectangle(ox + 3, oy + 9, 10, 5, dark);
// Thick legs with offsets
DrawRectangle(ox + 4 + leg_left, oy + 14, 3, 2, skin);
DrawRectangle(ox + 9 + leg_right, oy + 14, 3, 2, skin);
// Thick arms with offsets
DrawRectangle(ox + 1 + arm_left, oy + 10, 3, 3, skin);
DrawRectangle(ox + 12 + arm_right, oy + 10, 3, 3, skin);
EndTextureMode();
}
void paint_enemy_tile(Tileset *ts, int id, int enemy_type) {
// Idle pose - no offsets
switch (enemy_type) {
case 0:
draw_goblin_base(ts, id, 0, 0, 0, 0);
break;
case 1:
draw_skeleton_base(ts, id, 0, 0, 0, 0);
break;
case 2:
draw_orc_base(ts, id, 0, 0, 0, 0);
break;
default:
break;
}
}
void paint_enemy_walk_tile(Tileset *ts, int id, int enemy_type, int frame) {
// Frame 0: left leg forward, right leg back
// Frame 1: right leg forward, left leg back
int leg_left = (frame == 0) ? -1 : 1;
int leg_right = (frame == 0) ? 1 : -1;
int arm_left = (frame == 0) ? 1 : -1;
int arm_right = (frame == 0) ? -1 : 1;
switch (enemy_type) {
case 0:
draw_goblin_base(ts, id, leg_left, leg_right, arm_left, arm_right);
break;
case 1:
draw_skeleton_base(ts, id, leg_left, leg_right, arm_left, arm_right);
break;
case 2:
draw_orc_base(ts, id, leg_left, leg_right, arm_left, arm_right);
break;
default:
break;
}
}
void paint_enemy_attack_tile(Tileset *ts, int id, int enemy_type) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
switch (enemy_type) {
case 0: {
// Goblin attack - lunging with dagger
Color skin = (Color){80, 140, 60, 255};
Color dark = (Color){50, 90, 35, 255};
Color steel = (Color){180, 180, 190, 255};
// Head (leaning forward)
DrawRectangle(ox + 6, oy + 3, 8, 6, skin);
DrawPixel(ox + 7, oy + 5, (Color){200, 50, 50, 255});
DrawPixel(ox + 12, oy + 5, (Color){200, 50, 50, 255});
// Body
DrawRectangle(ox + 7, oy + 9, 6, 4, dark);
// Left leg back
DrawRectangle(ox + 5, oy + 13, 2, 3, skin);
// Right leg forward
DrawRectangle(ox + 11, oy + 13, 2, 3, skin);
// Left arm back
DrawRectangle(ox + 4, oy + 10, 2, 2, skin);
// Right arm extended with dagger
DrawRectangle(ox + 14, oy + 9, 2, 2, skin);
DrawRectangle(ox + 15, oy + 7, 1, 4, steel);
break;
}
case 1: {
// Skeleton attack - swinging sword
Color bone = (Color){220, 220, 210, 255};
Color dark_bone = (Color){180, 180, 170, 255};
Color steel = (Color){180, 180, 190, 255};
// Skull
DrawRectangle(ox + 6, oy + 2, 6, 5, bone);
DrawPixel(ox + 7, oy + 4, (Color){20, 20, 20, 255});
DrawPixel(ox + 10, oy + 4, (Color){20, 20, 20, 255});
// Ribs
for (int i = 0; i < 3; i++) {
DrawRectangle(ox + 5, oy + 8 + i * 2, 8, 1, bone);
}
// Spine
DrawRectangle(ox + 8, oy + 7, 2, 6, dark_bone);
// Legs
DrawRectangle(ox + 6, oy + 13, 2, 3, bone);
DrawRectangle(ox + 10, oy + 13, 2, 3, bone);
// Left arm back
DrawRectangle(ox + 4, oy + 8, 2, 3, bone);
// Right arm extended with sword
DrawRectangle(ox + 13, oy + 7, 3, 2, bone);
DrawRectangle(ox + 15, oy + 5, 1, 6, steel);
break;
}
case 2: {
// Orc attack - overhead smash
Color skin = (Color){60, 100, 45, 255};
Color dark = (Color){40, 70, 30, 255};
Color steel = (Color){180, 180, 190, 255};
// Head
DrawRectangle(ox + 4, oy + 2, 10, 7, skin);
DrawPixel(ox + 6, oy + 5, (Color){250, 250, 50, 255});
DrawPixel(ox + 11, oy + 5, (Color){250, 250, 50, 255});
// Tusks
DrawPixel(ox + 7, oy + 7, (Color){240, 240, 220, 255});
DrawPixel(ox + 10, oy + 7, (Color){240, 240, 220, 255});
// Body
DrawRectangle(ox + 4, oy + 9, 10, 5, dark);
// Legs
DrawRectangle(ox + 5, oy + 14, 3, 2, skin);
DrawRectangle(ox + 10, oy + 14, 3, 2, skin);
// Left arm back
DrawRectangle(ox + 2, oy + 10, 3, 3, skin);
// Right arm raised with club
DrawRectangle(ox + 13, oy + 4, 3, 3, skin);
DrawRectangle(ox + 14, oy + 1, 2, 5, steel);
break;
}
default:
break;
}
EndTextureMode();
}
void paint_item_tile(Tileset *ts, int id, int item_type) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int w = ts->tile_w;
int h = ts->tile_h;
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, w, h, BLANK);
switch (item_type) {
case 0: {
// Flask shape
Color glass = (Color){200, 60, 60, 255};
Color liquid = (Color){255, 80, 80, 255};
Color highlight = (Color){255, 150, 150, 255};
// Neck
DrawRectangle(ox + 6, oy + 2, 4, 3, glass);
// Body
DrawRectangle(ox + 4, oy + 5, 8, 8, liquid);
// Cork
DrawRectangle(ox + 6, oy + 1, 4, 1, (Color){160, 120, 60, 255});
// Highlight
DrawPixel(ox + 5, oy + 6, highlight);
DrawPixel(ox + 5, oy + 7, highlight);
break;
}
case 1: {
// Sword
Color blade = (Color){220, 220, 230, 255};
Color hilt = (Color){160, 120, 40, 255};
Color guard = (Color){140, 140, 150, 255};
// Blade
DrawRectangle(ox + 7, oy + 2, 2, 9, blade);
// Tip
DrawPixel(ox + 7, oy + 1, blade);
DrawPixel(ox + 8, oy + 1, blade);
// Guard
DrawRectangle(ox + 5, oy + 11, 6, 1, guard);
// Hilt
DrawRectangle(ox + 7, oy + 12, 2, 3, hilt);
// Pommel
DrawPixel(ox + 7, oy + 15, guard);
DrawPixel(ox + 8, oy + 15, guard);
break;
}
case 2: {
// Chestplate
Color metal = (Color){100, 120, 160, 255};
Color dark_metal = (Color){70, 85, 115, 255};
Color highlight = (Color){140, 160, 200, 255};
// Main plate
DrawRectangle(ox + 4, oy + 3, 8, 9, metal);
// Collar
DrawRectangle(ox + 5, oy + 2, 6, 1, dark_metal);
// Vertical ridge
DrawRectangle(ox + 7, oy + 3, 2, 9, highlight);
// Bottom trim
DrawRectangle(ox + 4, oy + 11, 8, 1, dark_metal);
break;
}
default:
break;
}
EndTextureMode();
}
void paint_door_closed_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
int w = ts->tile_w;
int h = ts->tile_h;
BeginTextureMode(ts->render_target);
// Wooden door frame
Color wood_dark = (Color){100, 70, 40, 255};
Color wood_light = (Color){140, 100, 60, 255};
Color wood_mid = (Color){120, 85, 50, 255};
// Frame
DrawRectangle(ox, oy, w, h, wood_dark);
// Panels
DrawRectangle(ox + 2, oy + 2, w - 4, h - 4, wood_mid);
// Inner panel
DrawRectangle(ox + 4, oy + 4, w - 8, h - 8, wood_light);
// Cross pattern
DrawRectangle(ox + 7, oy + 2, 2, h - 4, wood_dark);
DrawRectangle(ox + 2, oy + 7, w - 4, 2, wood_dark);
// Handle
DrawPixel(ox + 12, oy + 8, (Color){200, 180, 50, 255});
DrawPixel(ox + 12, oy + 9, (Color){200, 180, 50, 255});
EndTextureMode();
}
void paint_door_open_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
int w = ts->tile_w;
int h = ts->tile_h;
BeginTextureMode(ts->render_target);
// Open door - shows floor with door frame on sides
Color floor = (Color){75, 72, 68, 255};
Color wood_dark = (Color){100, 70, 40, 255};
// Floor
DrawRectangle(ox, oy, w, h, floor);
// Door frame on left side (open)
DrawRectangle(ox, oy, 3, h, wood_dark);
// Hinges
DrawPixel(ox + 1, oy + 4, (Color){80, 80, 80, 255});
DrawPixel(ox + 1, oy + 12, (Color){80, 80, 80, 255});
EndTextureMode();
}
void paint_effect_burn_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Fire effect - orange/red flames
Color flame1 = (Color){255, 100, 20, 255};
Color flame2 = (Color){255, 180, 40, 255};
Color flame3 = (Color){255, 60, 10, 255};
// Flame shapes
DrawRectangle(ox + 4, oy + 8, 2, 6, flame1);
DrawRectangle(ox + 7, oy + 6, 2, 8, flame2);
DrawRectangle(ox + 10, oy + 9, 2, 5, flame3);
DrawPixel(ox + 5, oy + 5, flame2);
DrawPixel(ox + 8, oy + 4, flame1);
DrawPixel(ox + 11, oy + 7, flame2);
EndTextureMode();
}
void paint_effect_poison_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Poison effect - green bubbles/drops
Color poison1 = (Color){50, 200, 50, 255};
Color poison2 = (Color){30, 150, 30, 255};
Color poison3 = (Color){80, 255, 80, 255};
// Bubbles
DrawRectangle(ox + 5, oy + 4, 3, 3, poison1);
DrawRectangle(ox + 9, oy + 7, 2, 2, poison2);
DrawRectangle(ox + 4, oy + 10, 2, 2, poison3);
DrawRectangle(ox + 8, oy + 11, 3, 2, poison1);
DrawPixel(ox + 11, oy + 5, poison3);
DrawPixel(ox + 6, oy + 13, poison2);
EndTextureMode();
}
void paint_effect_block_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Block/shield effect - blue shield shape
Color shield = (Color){80, 130, 220, 255};
Color shield_light = (Color){120, 170, 255, 255};
Color shield_dark = (Color){50, 90, 180, 255};
// Shield outline
DrawRectangle(ox + 4, oy + 2, 8, 12, shield);
// Inner highlight
DrawRectangle(ox + 6, oy + 4, 4, 8, shield_light);
// Border
DrawRectangle(ox + 4, oy + 2, 8, 1, shield_dark);
DrawRectangle(ox + 4, oy + 13, 8, 1, shield_dark);
DrawRectangle(ox + 4, oy + 2, 1, 12, shield_dark);
DrawRectangle(ox + 11, oy + 2, 1, 12, shield_dark);
// Cross in center
DrawRectangle(ox + 7, oy + 6, 2, 4, shield_dark);
DrawRectangle(ox + 6, oy + 7, 4, 2, shield_dark);
EndTextureMode();
}
void paint_slash_effect_tile(Tileset *ts, int id) {
if (ts == NULL || id < 0 || id >= MAX_TILE_ID)
return;
if (ts->render_target.id == 0 || ts->finalized)
return;
Vector2 off = get_paint_offset(ts, id);
int ox = (int)off.x;
int oy = (int)off.y;
BeginTextureMode(ts->render_target);
DrawRectangle(ox, oy, ts->tile_w, ts->tile_h, BLANK);
// Slash effect - white/gray diagonal slash
Color slash = (Color){255, 255, 255, 255};
Color slash_trail = (Color){200, 200, 220, 255};
// Main slash line (diagonal)
DrawRectangle(ox + 2, oy + 12, 3, 2, slash);
DrawRectangle(ox + 4, oy + 10, 3, 2, slash);
DrawRectangle(ox + 6, oy + 8, 3, 2, slash);
DrawRectangle(ox + 8, oy + 6, 3, 2, slash);
DrawRectangle(ox + 10, oy + 4, 3, 2, slash);
DrawRectangle(ox + 12, oy + 2, 2, 2, slash);
// Trail
DrawPixel(ox + 3, oy + 11, slash_trail);
DrawPixel(ox + 5, oy + 9, slash_trail);
DrawPixel(ox + 7, oy + 7, slash_trail);
DrawPixel(ox + 9, oy + 5, slash_trail);
DrawPixel(ox + 11, oy + 3, slash_trail);
EndTextureMode();
}
int tileset_paint_all(Tileset *ts) {
if (ts == NULL)
return 0;
if (ts->render_target.id == 0 || ts->finalized)
return 0;
// Register all tile IDs first
for (int id = 0; id < NUM_TILE_IDS; id++) {
if (!tileset_register(ts, id))
return 0;
}
// Paint map tiles
paint_wall_tile(ts, TILE_WALL_0, 0);
paint_wall_tile(ts, TILE_WALL_1, 1);
paint_floor_tile(ts, TILE_FLOOR_0, 0);
paint_floor_tile(ts, TILE_FLOOR_1, 1);
paint_floor_tile(ts, TILE_FLOOR_2, 2);
paint_floor_tile(ts, TILE_FLOOR_3, 3);
paint_stairs_tile(ts, TILE_STAIRS_SPRITE);
// Paint entity sprites
paint_player_tile(ts, SPRITE_PLAYER);
paint_player_walk_tile(ts, SPRITE_PLAYER_WALK_0, 0);
paint_player_walk_tile(ts, SPRITE_PLAYER_WALK_1, 1);
paint_player_attack_tile(ts, SPRITE_PLAYER_ATTACK);
// Enemy goblin sprites
paint_enemy_tile(ts, SPRITE_ENEMY_GOBLIN, 0);
paint_enemy_walk_tile(ts, SPRITE_ENEMY_GOBLIN_WALK_0, 0, 0);
paint_enemy_walk_tile(ts, SPRITE_ENEMY_GOBLIN_WALK_1, 0, 1);
paint_enemy_attack_tile(ts, SPRITE_ENEMY_GOBLIN_ATTACK, 0);
// Enemy skeleton sprites
paint_enemy_tile(ts, SPRITE_ENEMY_SKELETON, 1);
paint_enemy_walk_tile(ts, SPRITE_ENEMY_SKELETON_WALK_0, 1, 0);
paint_enemy_walk_tile(ts, SPRITE_ENEMY_SKELETON_WALK_1, 1, 1);
paint_enemy_attack_tile(ts, SPRITE_ENEMY_SKELETON_ATTACK, 1);
// Enemy orc sprites
paint_enemy_tile(ts, SPRITE_ENEMY_ORC, 2);
paint_enemy_walk_tile(ts, SPRITE_ENEMY_ORC_WALK_0, 2, 0);
paint_enemy_walk_tile(ts, SPRITE_ENEMY_ORC_WALK_1, 2, 1);
paint_enemy_attack_tile(ts, SPRITE_ENEMY_ORC_ATTACK, 2);
paint_item_tile(ts, SPRITE_ITEM_POTION, 0);
paint_item_tile(ts, SPRITE_ITEM_WEAPON, 1);
paint_item_tile(ts, SPRITE_ITEM_ARMOR, 2);
// Door tiles
paint_door_closed_tile(ts, TILE_DOOR_CLOSED_SPRITE);
paint_door_open_tile(ts, TILE_DOOR_OPEN_SPRITE);
// Effect sprites
paint_effect_burn_tile(ts, SPRITE_EFFECT_BURN);
paint_effect_poison_tile(ts, SPRITE_EFFECT_POISON);
paint_effect_block_tile(ts, SPRITE_EFFECT_BLOCK);
paint_slash_effect_tile(ts, SPRITE_SLASH_EFFECT);
return 1;
}

View 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

View file

@ -9,7 +9,7 @@ typedef struct {
} Vec2; } Vec2;
// Tile types // Tile types
typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType; typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS, TILE_DOOR_CLOSED, TILE_DOOR_OPEN, TILE_DOOR_RUINED } TileType;
// Status effect types // Status effect types
typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType; typedef enum { EFFECT_NONE, EFFECT_POISON, EFFECT_STUN, EFFECT_BLEED, EFFECT_WEAKEN, EFFECT_BURN } StatusEffectType;
@ -49,69 +49,165 @@ typedef struct {
typedef enum { ITEM_POTION, ITEM_WEAPON, ITEM_ARMOR } ItemType; typedef enum { ITEM_POTION, ITEM_WEAPON, ITEM_ARMOR } ItemType;
// Item // Item
typedef struct { typedef struct {
int x, y; int x, y;
ItemType type; ItemType type;
int power; int power;
int floor; int floor;
int picked_up; int picked_up;
DamageClass dmg_class; DamageClass dmg_class;
int crit_chance; int crit_chance;
int crit_multiplier; int crit_multiplier;
int status_chance; int status_chance;
// rendering
int sprite_tile_id; // tile ID for rendering
} Item; } Item;
// Player animation states
typedef enum { PLAYER_ANIM_IDLE, PLAYER_ANIM_WALK, PLAYER_ANIM_ATTACK } PlayerAnimState;
// Player // Player
typedef struct { typedef struct {
Vec2 position; Vec2 position;
int hp, max_hp; int hp, max_hp;
int attack; int attack;
int defense; int defense;
int floor; int floor;
int step_count; int step_count;
int speed; // actions per 100 ticks (100 = 1 action per turn) int speed; // actions per 100 ticks (100 = 1 action per turn)
int cooldown; // countdown to next action (0 = can act) int cooldown; // countdown to next action (0 = can act)
int dodge; // dodge chance percentage int dodge; // dodge chance percentage
int block; // flat damage reduction on successful block roll int block; // flat damage reduction on successful block roll
Item equipped_weapon; Item equipped_weapon;
int has_weapon; int has_weapon;
Item equipped_armor; Item equipped_armor;
int has_armor; int has_armor;
Item inventory[MAX_INVENTORY]; Item inventory[MAX_INVENTORY];
int inventory_count; int inventory_count;
// status effects // status effects
StatusEffect effects[MAX_EFFECTS]; StatusEffect effects[MAX_EFFECTS];
int effect_count; int effect_count;
// animation
PlayerAnimState anim_state;
int anim_frame; // current animation frame
int anim_timer; // frames until next frame
int facing_right; // 1 = facing right, 0 = facing left
// rendering
int sprite_tile_id; // tile ID for rendering
// visual effects
int flash_timer; // damage flash frames remaining
} Player; } Player;
// Enemy types // Enemy types
typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType; typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
// Enemy animation states
typedef enum { ENEMY_ANIM_IDLE, ENEMY_ANIM_WALK, ENEMY_ANIM_ATTACK } EnemyAnimState;
// Enemy // Enemy
typedef struct { typedef struct {
Vec2 position; Vec2 position;
int hp; int hp;
int max_hp; int max_hp;
int attack; int attack;
int alive; int alive;
EnemyType type; EnemyType type;
int speed; // actions per 100 ticks int speed; // actions per 100 ticks
int cooldown; // countdown to next action int cooldown; // countdown to next action
int dodge; // dodge chance percentage int dodge; // dodge chance percentage
int block; // flat damage reduction int block; // flat damage reduction
int resistance[NUM_DMG_CLASSES]; int resistance[NUM_DMG_CLASSES];
DamageClass dmg_class; DamageClass dmg_class;
int status_chance; int status_chance;
int crit_chance; // crit chance percentage (0-100) int crit_chance; // crit chance percentage (0-100)
int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x) int crit_mult; // crit damage multiplier percentage (e.g. 150 = 1.5x)
// vision // vision
int vision_range; int vision_range;
int alert; // 1 = aware of player, searching int alert; // 1 = aware of player, searching
int last_known_x; // last position where enemy saw player int last_known_x; // last position where enemy saw player
int last_known_y; int last_known_y;
// status effects // status effects
StatusEffect effects[MAX_EFFECTS]; StatusEffect effects[MAX_EFFECTS];
int effect_count; int effect_count;
// animation
EnemyAnimState anim_state;
int anim_frame; // current animation frame
int anim_timer; // frames until next frame
int facing_right; // 1 = facing right, 0 = facing left
// rendering
int sprite_tile_id; // tile ID for rendering
} Enemy; } Enemy;

View file

@ -5,6 +5,7 @@
#include "movement.h" #include "movement.h"
#include "rng/rng.h" #include "rng/rng.h"
#include "settings.h" #include "settings.h"
#include "tileset/tileset.h"
#include <string.h> #include <string.h>
// Forward declaration // Forward declaration
@ -25,6 +26,12 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
if (floor >= 4) if (floor >= 4)
max_type = 3; max_type = 3;
// Get the player's starting room (first room) to exclude from enemy spawn
Room *start_room = NULL;
if (map->room_count > 0) {
start_room = &map->rooms[0];
}
for (int i = 0; i < num_enemies; i++) { for (int i = 0; i < num_enemies; i++) {
// Find random floor position // Find random floor position
int ex, ey; int ex, ey;
@ -35,6 +42,14 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
continue; continue;
} }
// Don't spawn in the starting room
if (start_room != NULL) {
if (ex >= start_room->x && ex < start_room->x + start_room->w && ey >= start_room->y &&
ey < start_room->y + start_room->h) {
continue;
}
}
// Don't spawn on other enemies // Don't spawn on other enemies
if (is_enemy_at(enemies, *count, ex, ey)) { if (is_enemy_at(enemies, *count, ex, ey)) {
continue; continue;
@ -125,6 +140,27 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
} }
e.cooldown = e.speed; e.cooldown = e.speed;
// Initialize animation state
e.anim_state = ENEMY_ANIM_IDLE;
e.anim_frame = 0;
e.anim_timer = 0;
e.facing_right = (e.position.x < p->position.x) ? 1 : 0;
// Set sprite tile ID based on enemy type
switch (e.type) {
case ENEMY_GOBLIN:
e.sprite_tile_id = SPRITE_ENEMY_GOBLIN;
break;
case ENEMY_SKELETON:
e.sprite_tile_id = SPRITE_ENEMY_SKELETON;
break;
case ENEMY_ORC:
e.sprite_tile_id = SPRITE_ENEMY_ORC;
break;
default:
e.sprite_tile_id = SPRITE_ENEMY_GOBLIN;
break;
}
enemies[i] = e; enemies[i] = e;
(*count)++; (*count)++;
} }
@ -275,6 +311,9 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun
// Attack if adjacent to player // Attack if adjacent to player
if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) { if (can_see && can_see_entity(map, e->position.x, e->position.y, p->position.x, p->position.y, 1)) {
e->anim_state = ENEMY_ANIM_ATTACK;
e->anim_timer = 12;
e->facing_right = (e->position.x < p->position.x) ? 1 : 0;
combat_enemy_attack(e, p); combat_enemy_attack(e, p);
propagate_alert(e, all_enemies, enemy_count); propagate_alert(e, all_enemies, enemy_count);
return; return;
@ -282,14 +321,30 @@ void enemy_act(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_coun
// Move toward player if visible // Move toward player if visible
if (can_see) { if (can_see) {
int old_x = e->position.x;
int old_y = e->position.y;
enemy_move_toward_player(e, p, map, all_enemies, enemy_count); enemy_move_toward_player(e, p, map, all_enemies, enemy_count);
if (e->position.x != old_x || e->position.y != old_y) {
e->anim_state = ENEMY_ANIM_WALK;
e->anim_timer = 8;
e->facing_right = (e->position.x < p->position.x) ? 1 : 0;
}
propagate_alert(e, all_enemies, enemy_count); propagate_alert(e, all_enemies, enemy_count);
return; return;
} }
// If alert but can't see player, move toward last known position // If alert but can't see player, move toward last known position
if (e->alert) { if (e->alert) {
int old_x = e->position.x;
int old_y = e->position.y;
enemy_move_to_last_known(e, map, all_enemies, enemy_count); enemy_move_to_last_known(e, map, all_enemies, enemy_count);
if (e->position.x != old_x || e->position.y != old_y) {
e->anim_state = ENEMY_ANIM_WALK;
e->anim_timer = 8;
if (e->position.x != old_x) {
e->facing_right = (e->position.x < old_x) ? 0 : 1;
}
}
return; return;
} }
@ -304,6 +359,17 @@ void enemy_update_all(Enemy enemies[], int count, Player *p, Map *map) {
if (!e->alive) if (!e->alive)
continue; continue;
// Update animation timer
if (e->anim_timer > 0) {
e->anim_timer--;
if (e->anim_timer <= 0) {
e->anim_state = ENEMY_ANIM_IDLE;
e->anim_frame = 0;
} else if (e->anim_state == ENEMY_ANIM_WALK) {
e->anim_frame = (e->anim_timer / 4) % 2;
}
}
e->cooldown -= e->speed; e->cooldown -= e->speed;
if (e->cooldown <= 0) { if (e->cooldown <= 0) {
enemy_act(e, p, map, enemies, count); enemy_act(e, p, map, enemies, count);

View file

@ -2,6 +2,7 @@
#define GAME_STATE_H #define GAME_STATE_H
#include "common.h" #include "common.h"
#include "tileset/tileset.h"
#include <raylib.h> #include <raylib.h>
// Floating damage text // Floating damage text
@ -65,6 +66,12 @@ typedef struct {
int final_score; int final_score;
// Seed for this run // Seed for this run
unsigned int run_seed; unsigned int run_seed;
// Tileset atlas for rendering
Tileset tileset;
// Slash effect timer for attack animations
int slash_timer; // frames remaining for slash effect
int slash_x, slash_y; // position of slash effect
DamageClass slash_dmg_class; // damage type for slash visual
} GameState; } GameState;
#endif // GAME_STATE_H #endif // GAME_STATE_H

View file

@ -2,6 +2,7 @@
#include "map/map.h" #include "map/map.h"
#include "rng/rng.h" #include "rng/rng.h"
#include "settings.h" #include "settings.h"
#include "tileset/tileset.h"
#include <stddef.h> #include <stddef.h>
typedef struct { typedef struct {
@ -77,6 +78,22 @@ void item_spawn(Item items[], int *count, Map *map, int floor) {
item.power = 1 + rng_int(0, floor / 2); item.power = 1 + rng_int(0, floor / 2);
} }
// Set sprite tile ID based on item type
switch (item.type) {
case ITEM_POTION:
item.sprite_tile_id = SPRITE_ITEM_POTION;
break;
case ITEM_WEAPON:
item.sprite_tile_id = SPRITE_ITEM_WEAPON;
break;
case ITEM_ARMOR:
item.sprite_tile_id = SPRITE_ITEM_ARMOR;
break;
default:
item.sprite_tile_id = SPRITE_ITEM_POTION;
break;
}
items[*count] = item; items[*count] = item;
(*count)++; (*count)++;
} }

View file

@ -4,11 +4,14 @@
#include "enemy.h" #include "enemy.h"
#include "items.h" #include "items.h"
#include "map/map.h" #include "map/map.h"
#include "map/utils.h"
#include "movement.h" #include "movement.h"
#include "player.h" #include "player.h"
#include "render.h" #include "render.h"
#include "rng/rng.h" #include "rng/rng.h"
#include "settings.h" #include "settings.h"
#include "tileset/tileset.h"
#include "tileset/tileset_paint.h"
#include <ctype.h> #include <ctype.h>
#include <stddef.h> #include <stddef.h>
#include <stdio.h> #include <stdio.h>
@ -182,19 +185,18 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
if (gs->game_over) if (gs->game_over)
return; return;
// Check if stepped on stairs
if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
gs->awaiting_descend = 1;
gs->last_message = "Descend to next floor? (Y/N)";
gs->message_timer = 120;
return;
}
// combat feedback - player attacked an enemy this turn // combat feedback - player attacked an enemy this turn
if (attacked_enemy != NULL) { if (attacked_enemy != NULL) {
int ex = attacked_enemy->position.x * TILE_SIZE + 8; int ex = attacked_enemy->position.x * TILE_SIZE + 8;
int ey = attacked_enemy->position.y * TILE_SIZE; int ey = attacked_enemy->position.y * TILE_SIZE;
// Trigger slash effect
gs->slash_timer = 8;
gs->slash_x = attacked_enemy->position.x;
gs->slash_y = attacked_enemy->position.y;
// Use player's equipped weapon damage class, or default to slash
gs->slash_dmg_class = gs->player.has_weapon ? gs->player.equipped_weapon.dmg_class : DMG_SLASH;
if (combat_was_dodged()) { if (combat_was_dodged()) {
spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE); spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
audio_play_dodge(gs); audio_play_dodge(gs);
@ -237,6 +239,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION; gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
gs->damage_taken += combat_get_last_damage(); gs->damage_taken += combat_get_last_damage();
gs->times_hit++; gs->times_hit++;
gs->player.flash_timer = 4; // Trigger damage flash
spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
combat_get_last_damage(), combat_was_critical()); combat_get_last_damage(), combat_was_critical());
} }
@ -247,6 +250,13 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
if (gs->player.hp <= 0) if (gs->player.hp <= 0)
gs->game_over = 1; gs->game_over = 1;
// Check if stepped on stairs AFTER enemy turns
if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
gs->awaiting_descend = 1;
gs->last_message = "Descend to next floor? (Y/N)";
gs->message_timer = 120;
}
} }
// If player is stunned, wait for any key then consume the turn // If player is stunned, wait for any key then consume the turn
@ -431,7 +441,6 @@ static int handle_movement_input(GameState *gs) {
} }
} }
Vec2 direction = {0, 0}; Vec2 direction = {0, 0};
if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
direction.y = -1; direction.y = -1;
@ -448,7 +457,6 @@ static int handle_movement_input(GameState *gs) {
// Reset combat event before player acts // Reset combat event before player acts
combat_reset_event(); combat_reset_event();
int new_x = gs->player.position.x + direction.x; int new_x = gs->player.position.x + direction.x;
int new_y = gs->player.position.y + direction.y; int new_y = gs->player.position.y + direction.y;
@ -459,11 +467,27 @@ static int handle_movement_input(GameState *gs) {
try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true); try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
if (result == MOVE_RESULT_MOVED) { if (result == MOVE_RESULT_MOVED) {
player_on_move(&gs->player); player_on_move(&gs->player);
// Set walk animation
gs->player.anim_state = PLAYER_ANIM_WALK;
gs->player.anim_frame = 0;
gs->player.anim_timer = 8; // frames to show each walk frame
// Update facing direction
if (direction.x != 0)
gs->player.facing_right = (direction.x > 0);
action = 1; action = 1;
} else if (result == MOVE_RESULT_BLOCKED_ENEMY) { } else if (result == MOVE_RESULT_BLOCKED_ENEMY) {
target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y); target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
if (target != NULL) { if (target != NULL) {
player_attack(&gs->player, target); player_attack(&gs->player, target);
// Set attack animation
gs->player.anim_state = PLAYER_ANIM_ATTACK;
gs->player.anim_frame = 0;
gs->player.anim_timer = 12; // frames to show attack
// Face the enemy
if (target->position.x > gs->player.position.x)
gs->player.facing_right = 1;
else if (target->position.x < gs->player.position.x)
gs->player.facing_right = 0;
action = 1; action = 1;
} }
} }
@ -519,7 +543,7 @@ void load_audio_assets(GameState *gs) {
} }
// Main game loop // Main game loop
static void game_loop(unsigned int run_seed) { static void game_loop(unsigned int run_seed, FontManager *fm) {
GameState gs; GameState gs;
memset(&gs, 0, sizeof(GameState)); memset(&gs, 0, sizeof(GameState));
gs.run_seed = run_seed; gs.run_seed = run_seed;
@ -527,14 +551,36 @@ static void game_loop(unsigned int run_seed) {
// sound // sound
load_audio_assets(&gs); load_audio_assets(&gs);
// font // font
Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0); init_fonts(fm);
// Initialize tileset atlas
if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE)) {
fprintf(stderr, "Failed to initialize tileset\n");
destroy_fonts(fm);
return;
}
if (!tileset_paint_all(&gs.tileset)) {
fprintf(stderr, "Failed to paint tiles\n");
tileset_destroy(&gs.tileset);
destroy_fonts(fm);
return;
}
if (!tileset_finalize(&gs.tileset)) {
fprintf(stderr, "Failed to finalize tileset\n");
tileset_destroy(&gs.tileset);
destroy_fonts(fm);
return;
}
// Initialize first floor // Initialize first floor
init_floor(&gs, 1); init_floor(&gs, 1);
// Disable esc to exit // Disable esc to exit
SetExitKey(0); SetExitKey(0);
int frame_counter = 0;
while (!WindowShouldClose()) { while (!WindowShouldClose()) {
frame_counter++;
// Handle input // Handle input
if (!gs.game_over) { if (!gs.game_over) {
// Tick status effects at the start of each frame where input is checked // Tick status effects at the start of each frame where input is checked
@ -553,6 +599,13 @@ static void game_loop(unsigned int run_seed) {
gs.game_over = 0; gs.game_over = 0;
gs.game_won = 0; gs.game_won = 0;
load_audio_assets(&gs); load_audio_assets(&gs);
init_fonts(fm);
// Re-initialize tileset for new run
if (!tileset_init(&gs.tileset, TILE_SIZE, TILE_SIZE) || !tileset_paint_all(&gs.tileset) ||
!tileset_finalize(&gs.tileset)) {
fprintf(stderr, "Failed to re-initialize tileset\n");
break;
}
init_floor(&gs, 1); init_floor(&gs, 1);
// Update window title with new seed // Update window title with new seed
char title[128]; char title[128];
@ -568,6 +621,27 @@ static void game_loop(unsigned int run_seed) {
// Update effects // Update effects
update_effects(&gs); update_effects(&gs);
// Update slash effect timer
if (gs.slash_timer > 0)
gs.slash_timer--;
// Update player animation
if (gs.player.anim_timer > 0) {
gs.player.anim_timer--;
if (gs.player.anim_timer <= 0) {
// Animation finished, return to idle
gs.player.anim_state = PLAYER_ANIM_IDLE;
gs.player.anim_frame = 0;
} else if (gs.player.anim_state == PLAYER_ANIM_WALK) {
// Toggle walk frame every 4 frames
gs.player.anim_frame = (gs.player.anim_timer / 4) % 2;
}
}
// Update player damage flash
if (gs.player.flash_timer > 0)
gs.player.flash_timer--;
// Render // Render
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
@ -577,27 +651,31 @@ static void game_loop(unsigned int run_seed) {
cam.zoom = 1.0f; cam.zoom = 1.0f;
cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
BeginMode2D(cam); BeginMode2D(cam);
render_map(&gs.map); render_map(&gs.map, &gs.tileset);
render_items(gs.items, gs.item_count, gs.map.visible); render_items(gs.items, gs.item_count, gs.map.visible, &gs.tileset);
render_enemies(gs.enemies, gs.enemy_count, gs.map.visible); render_enemies(gs.enemies, gs.enemy_count, gs.map.visible, &gs.tileset, frame_counter);
render_player(&gs.player); render_player(&gs.player, &gs.tileset, frame_counter);
// Draw slash effect on top of entities
if (gs.slash_timer > 0) {
render_slash_effect(gs.slash_x, gs.slash_y, gs.slash_dmg_class, gs.slash_timer);
}
EndMode2D(); EndMode2D();
// Floating texts follow world shake // Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y, fm);
render_ui(&gs.player, &fontTTF); render_ui(&gs.player, &gs.tileset, fm);
// Draw action log // Draw action log
render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF); render_action_log(gs.action_log, gs.log_count, gs.log_head, fm);
// Draw inventory overlay if active // Draw inventory overlay if active
if (gs.show_inventory) { if (gs.show_inventory) {
render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF); render_inventory_overlay(&gs.player, gs.inv_selected, fm);
} }
// Draw message if any // Draw message if any
if (gs.last_message != NULL && gs.message_timer > 0) { if (gs.last_message != NULL && gs.message_timer > 0) {
render_message(gs.last_message, &fontTTF); render_message(gs.last_message, fm);
} }
// Draw persistent seed display in top right // Draw persistent seed display in top right
@ -613,7 +691,7 @@ static void game_loop(unsigned int run_seed) {
} }
render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken, render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count, gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
gs.final_score, gs.run_seed, &fontTTF); gs.final_score, gs.run_seed, fm);
} }
EndDrawing(); EndDrawing();
@ -621,6 +699,9 @@ static void game_loop(unsigned int run_seed) {
// small delay for key repeat control // small delay for key repeat control
WaitTime(0.08); WaitTime(0.08);
} }
// Cleanup
destroy_fonts(fm);
} }
// Check if a string is a valid unsigned integer // Check if a string is a valid unsigned integer
@ -683,7 +764,9 @@ int main(int argc, char **argv) {
SetTargetFPS(60); SetTargetFPS(60);
// Run game // Run game
game_loop(run_seed); FontManager fm;
init_fonts(&fm);
game_loop(run_seed, &fm);
// Cleanup // Cleanup
CloseWindow(); CloseWindow();

View file

@ -3,6 +3,7 @@
#include "common.h" #include "common.h"
#include "items.h" #include "items.h"
#include "settings.h" #include "settings.h"
#include "tileset/tileset.h"
#include <string.h> #include <string.h>
void player_init(Player *p, int x, int y) { void player_init(Player *p, int x, int y) {
@ -28,6 +29,13 @@ void player_init(Player *p, int x, int y) {
p->effect_count = 0; p->effect_count = 0;
memset(p->effects, 0, sizeof(p->effects)); memset(p->effects, 0, sizeof(p->effects));
// Initialize animation state
p->anim_state = PLAYER_ANIM_IDLE;
p->anim_frame = 0;
p->anim_timer = 0;
p->facing_right = 1;
p->sprite_tile_id = SPRITE_PLAYER;
// Initialize inventory to empty // Initialize inventory to empty
for (int i = 0; i < MAX_INVENTORY; i++) { for (int i = 0; i < MAX_INVENTORY; i++) {
p->inventory[i].picked_up = 1; // mark as invalid p->inventory[i].picked_up = 1; // mark as invalid

View file

@ -1,82 +1,356 @@
#include "render.h" #include "render.h"
#include "items.h" #include "items.h"
#include "settings.h" #include "settings.h"
#include "map/utils.h"
#include <math.h>
#include <stddef.h> #include <stddef.h>
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>
void render_map(const Map *map) { Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path) {
if (path == NULL)
goto try_fallback;
Font f = LoadFontEx(path, font_size, NULL, 0);
if (f.texture.id != 0)
return f;
try_fallback:
if (fallback_path != NULL) {
Font fb = LoadFontEx(fallback_path, font_size, NULL, 0);
if (fb.texture.id != 0)
return fb;
}
Font none = {0};
return none;
}
int init_fonts(FontManager *fm) {
if (fm == NULL)
return 0;
fm->title_font =
load_font_with_fallback("./assets/fonts/Royal_Decree_Bold.ttf", 36, "./assets/fonts/spartan_500.ttf");
fm->hud_font = load_font_with_fallback("./assets/fonts/Tomorrow_Night.ttf", 36, "./assets/fonts/spartan_500.ttf");
fm->body_font = load_font_with_fallback("./assets/fonts/spartan_500.ttf", 36, NULL);
fm->inv_font = load_font_with_fallback("./assets/fonts/Royal_Decree.ttf", 36, "./assets/fonts/spartan_500.ttf");
return fm->title_font.texture.id != 0 && fm->hud_font.texture.id != 0 && fm->body_font.texture.id != 0 &&
fm->inv_font.texture.id != 0;
}
void destroy_fonts(FontManager *fm) {
if (fm == NULL)
return;
if (fm->title_font.texture.id != 0)
UnloadFont(fm->title_font);
if (fm->hud_font.texture.id != 0)
UnloadFont(fm->hud_font);
if (fm->body_font.texture.id != 0)
UnloadFont(fm->body_font);
if (fm->inv_font.texture.id != 0)
UnloadFont(fm->inv_font);
memset(fm, 0, sizeof(FontManager));
}
static void draw_text_hud(Font f, const char *text, float x, float y, int size, float spacing, Color c) {
if (f.texture.id == 0)
return;
DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c);
}
static void draw_text_body(Font f, const char *text, float x, float y, int size, float spacing, Color c) {
if (f.texture.id == 0)
return;
DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c);
}
void render_map(const Map *map, const Tileset *tileset) {
for (int y = 0; y < MAP_HEIGHT; y++) { for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) { for (int x = 0; x < MAP_WIDTH; x++) {
Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; Rectangle dst = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
int visible = map->visible[y][x]; int visible = map->visible[y][x];
int remembered = map->remembered[y][x]; int remembered = map->remembered[y][x];
if (!visible && !remembered) { if (!visible && !remembered) {
DrawRectangleRec(rect, (Color){5, 5, 10, 255}); DrawRectangleRec(dst, (Color){5, 5, 10, 255});
continue; continue;
} }
int tile_id = -1;
switch (map->tiles[y][x]) {
case TILE_WALL:
tile_id = TILE_WALL_0 + ((x * 7 + y * 13) % 2);
break;
case TILE_FLOOR:
tile_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4);
break;
case TILE_STAIRS:
tile_id = TILE_STAIRS_SPRITE;
break;
case TILE_DOOR_CLOSED:
tile_id = TILE_DOOR_CLOSED_SPRITE;
break;
case TILE_DOOR_OPEN:
tile_id = TILE_DOOR_OPEN_SPRITE;
break;
case TILE_DOOR_RUINED:
tile_id = TILE_DOOR_OPEN_SPRITE;
break;
}
if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
Rectangle src = tileset_get_region(tileset, tile_id);
if (src.width > 0) {
Color tint = WHITE;
if (!visible) {
// Dim remembered tiles
tint = (Color){128, 128, 128, 255};
}
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint);
continue;
}
}
// Fallback to solid colors if tileset not available
Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255};
Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255};
Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; Color stairs_color = visible ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255};
Color door_color = visible ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255};
switch (map->tiles[y][x]) { switch (map->tiles[y][x]) {
case TILE_WALL: case TILE_WALL:
DrawRectangleRec(rect, wall_color); DrawRectangleRec(dst, wall_color);
break; break;
case TILE_FLOOR: case TILE_FLOOR:
DrawRectangleRec(rect, floor_color); DrawRectangleRec(dst, floor_color);
// Torch flicker: warm tint on floor tiles adjacent to stairs
{
int is_adjacent_to_stairs = 0;
for (int dy = -1; dy <= 1 && !is_adjacent_to_stairs; dy++) {
for (int dx = -1; dx <= 1 && !is_adjacent_to_stairs; dx++) {
int nx = x + dx;
int ny = y + dy;
if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_STAIRS) {
is_adjacent_to_stairs = 1;
}
}
}
if (is_adjacent_to_stairs && visible) {
int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f);
DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60});
}
}
// Grid lines
if (DRAW_GRID_LINES && visible) {
DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80});
}
break; break;
case TILE_STAIRS: case TILE_STAIRS:
DrawRectangleRec(rect, stairs_color); DrawRectangleRec(dst, stairs_color);
// Make stairs very visible with bright symbol and bounce
{
int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f);
if (visible) if (visible)
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255});
else else
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255});
}
break;
case TILE_DOOR_CLOSED:
DrawRectangleRec(dst, door_color);
if (visible) {
DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){100, 80, 60, 255});
DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
(Color){60, 50, 40, 255});
DrawText("+", x * TILE_SIZE + 5, y * TILE_SIZE + 1, NORM_FONT, WHITE);
}
break;
case TILE_DOOR_OPEN:
DrawRectangleRec(dst, floor_color);
if (visible) {
DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){80, 70, 50, 180});
DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
(Color){60, 50, 40, 200});
DrawText("'", x * TILE_SIZE + 6, y * TILE_SIZE + 2, NORM_FONT, (Color){150, 140, 120, 255});
}
break;
case TILE_DOOR_RUINED:
DrawRectangleRec(dst, (Color){60, 45, 30, 255});
if (visible) {
DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200});
DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2,
(Color){120, 90, 60, 255});
DrawLine(x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + 2, x * TILE_SIZE + 2, y * TILE_SIZE + TILE_SIZE - 2,
(Color){120, 90, 60, 255});
}
break; break;
} }
} }
} }
} }
void render_player(const Player *p) { void render_player(const Player *p, const Tileset *tileset, int frame_counter) {
Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, Rectangle dst = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
(float)TILE_SIZE}; (float)TILE_SIZE};
DrawRectangleRec(rect, BLUE);
if (tileset != NULL && tileset->finalized) {
int tile_id = p->sprite_tile_id;
switch (p->anim_state) {
case PLAYER_ANIM_WALK:
tile_id = (p->anim_frame == 0) ? SPRITE_PLAYER_WALK_0 : SPRITE_PLAYER_WALK_1;
break;
case PLAYER_ANIM_ATTACK:
tile_id = SPRITE_PLAYER_ATTACK;
break;
default:
// Idle breathing: subtle bob every 60 frames
if ((frame_counter / 30) % 2 == 0) {
dst.y -= 1;
}
tile_id = p->sprite_tile_id;
break;
}
Rectangle src = tileset_get_region(tileset, tile_id);
if (src.width > 0) {
// Flip horizontally if facing left
if (!p->facing_right) {
src.width = -src.width;
}
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
// Draw status effect overlays
for (int e = 0; e < p->effect_count && e < MAX_EFFECTS; e++) {
if (p->effects[e].duration > 0) {
int effect_tile = -1;
switch (p->effects[e].type) {
case EFFECT_BURN:
effect_tile = SPRITE_EFFECT_BURN;
break;
case EFFECT_POISON:
effect_tile = SPRITE_EFFECT_POISON;
break;
default:
break;
}
if (effect_tile >= 0) {
Rectangle eff_src = tileset_get_region(tileset, effect_tile);
if (eff_src.width > 0) {
Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8};
DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180});
}
}
}
}
// Damage flash overlay
if (p->flash_timer > 0) {
DrawRectangleRec(dst, (Color){255, 0, 0, 128});
}
return;
}
}
// Fallback to solid color
DrawRectangleRec(dst, BLUE);
if (p->flash_timer > 0) {
DrawRectangleRec(dst, (Color){255, 0, 0, 128});
}
} }
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
const Tileset *tileset, int frame_counter) {
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
if (!enemies[i].alive) if (!enemies[i].alive)
continue; continue;
if (!visible[enemies[i].position.y][enemies[i].position.x]) if (!visible[enemies[i].position.y][enemies[i].position.x])
continue; continue;
Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), Rectangle dst = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
(float)TILE_SIZE, (float)TILE_SIZE}; (float)TILE_SIZE, (float)TILE_SIZE};
// Different colors based on enemy type // Select animation frame based on sprite_tile_id base
int base_tile = enemies[i].sprite_tile_id;
int tile_id;
if (enemies[i].anim_state == ENEMY_ANIM_WALK) {
tile_id = (enemies[i].anim_frame == 0) ? base_tile + 1 : base_tile + 2;
} else if (enemies[i].anim_state == ENEMY_ANIM_ATTACK) {
tile_id = base_tile + 3;
} else if (enemies[i].anim_state == ENEMY_ANIM_IDLE) {
// Idle breathing: subtle bob every 60 frames
if ((frame_counter / 30) % 2 == 0) {
dst.y -= 1;
}
tile_id = base_tile;
} else {
tile_id = base_tile;
}
if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
Rectangle src = tileset_get_region(tileset, tile_id);
if (src.width > 0) {
// Flip horizontally if facing left
if (!enemies[i].facing_right) {
src.width = -src.width;
}
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
// Draw status effect overlays
for (int e = 0; e < enemies[i].effect_count && e < MAX_EFFECTS; e++) {
if (enemies[i].effects[e].duration > 0) {
int effect_tile = -1;
switch (enemies[i].effects[e].type) {
case EFFECT_BURN:
effect_tile = SPRITE_EFFECT_BURN;
break;
case EFFECT_POISON:
effect_tile = SPRITE_EFFECT_POISON;
break;
default:
break;
}
if (effect_tile >= 0) {
Rectangle eff_src = tileset_get_region(tileset, effect_tile);
if (eff_src.width > 0) {
Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8};
DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180});
}
}
}
}
// Enemy alert overlay (yellow tint when alert)
if (enemies[i].alert) {
DrawRectangleRec(dst, (Color){255, 255, 0, 30});
}
}
} else {
// Fallback to solid colors
Color enemy_color; Color enemy_color;
switch (enemies[i].type) { switch (enemies[i].type) {
case ENEMY_GOBLIN: case ENEMY_GOBLIN:
enemy_color = COLOR_ENEMY_GOBLIN; // dark red enemy_color = COLOR_ENEMY_GOBLIN;
break; break;
case ENEMY_SKELETON: case ENEMY_SKELETON:
enemy_color = COLOR_ENEMY_SKELETON; // light gray enemy_color = COLOR_ENEMY_SKELETON;
break; break;
case ENEMY_ORC: case ENEMY_ORC:
enemy_color = COLOR_ENEMY_ORC; // dark green enemy_color = COLOR_ENEMY_ORC;
break; break;
default: default:
enemy_color = RED; enemy_color = RED;
break; break;
} }
DrawRectangleRec(dst, enemy_color);
DrawRectangleRec(rect, enemy_color); if (enemies[i].alert) {
DrawRectangleRec(dst, (Color){255, 255, 0, 30});
}
}
// Draw hp bar above enemy, color-coded by health remaining // Draw hp bar above enemy, color-coded by health remaining
int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp; int hp_pixels = (enemies[i].max_hp > 0) ? (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp : 0;
if (hp_pixels > 0) { if (hp_pixels > 0) {
float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp; float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp;
Color bar_color; Color bar_color;
@ -93,38 +367,47 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
} }
} }
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
const Tileset *tileset) {
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
if (items[i].picked_up) if (items[i].picked_up)
continue; continue;
if (!visible[items[i].y][items[i].x]) if (!visible[items[i].y][items[i].x])
continue; continue;
Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
(float)TILE_SIZE}; (float)TILE_SIZE};
// Different colors based on item type int tile_id = items[i].sprite_tile_id;
if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
Rectangle src = tileset_get_region(tileset, tile_id);
if (src.width > 0) {
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
}
} else {
// Fallback to solid colors
Color item_color; Color item_color;
switch (items[i].type) { switch (items[i].type) {
case ITEM_POTION: case ITEM_POTION:
item_color = COLOR_ITEM_POTION; // red/pink item_color = COLOR_ITEM_POTION;
break; break;
case ITEM_WEAPON: case ITEM_WEAPON:
item_color = COLOR_ITEM_WEAPON; // yellow item_color = COLOR_ITEM_WEAPON;
break; break;
case ITEM_ARMOR: case ITEM_ARMOR:
item_color = COLOR_ITEM_ARMOR; // blue item_color = COLOR_ITEM_ARMOR;
break; break;
default: default:
item_color = GREEN; item_color = GREEN;
break; break;
} }
DrawRectangleRec(dst, item_color);
DrawRectangleRec(rect, item_color); }
} }
} }
void render_ui(const Player *p, Font *font) { void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm) {
// HUD Panel // HUD Panel
const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_y = MAP_HEIGHT * TILE_SIZE;
const int hud_height = 60; const int hud_height = 60;
@ -145,20 +428,28 @@ void render_ui(const Player *p, Font *font) {
int section2_end = 310; // after stats int section2_end = 310; // after stats
int section3_end = 480; // after equipment int section3_end = 480; // after equipment
DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5,
(Color){60, 55, 50, 255}); // after portrait + HP bar
DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); // after stats
DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
int portrait_x = 8; int portrait_x = 8;
int portrait_y = hud_y + 8; int portrait_y = hud_y + 8;
int portrait_size = 44; int portrait_size = 44;
// FIXME: for now this is just a blue square indicating the player. Once we // Draw player sprite in portrait
// model the player, add classes, sprites, etc. this will need to be revisited. if (tileset != NULL && tileset->finalized) {
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255}); Rectangle src = tileset_get_region(tileset, SPRITE_PLAYER);
DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); if (src.width > 0) {
Rectangle dst = {(float)portrait_x, (float)portrait_y, (float)portrait_size, (float)portrait_size};
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
} else {
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, BLUE);
}
} else {
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, BLUE);
}
DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255});
// HP Bar, to the right of portrait // HP Bar, to the right of portrait
@ -169,7 +460,7 @@ void render_ui(const Player *p, Font *font) {
// HP Label, above bar // HP Label, above bar
// Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE); // Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE);
DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, text_dim); draw_text_hud(fm->hud_font, "HP", (float)bar_x, (float)bar_y - 17, BIG_FONT, NAR_CHAR_SPACE, text_dim);
// HP Bar background // HP Bar background
DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
@ -194,8 +485,8 @@ void render_ui(const Player *p, Font *font) {
// HP text, centered in bar // HP text, centered in bar
char hp_text[32]; char hp_text[32];
snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
int hp_text_w = MeasureText(hp_text, 12); int hp_text_w = MeasureText(hp_text, MEDIUM_FONT);
DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT, draw_text_hud(fm->hud_font, hp_text, (float)bar_x + (bar_width - hp_text_w) / 2.0f, (float)bar_y + 2, MEDIUM_FONT,
SMALL_CHAR_SPACE, WHITE); SMALL_CHAR_SPACE, WHITE);
// Status effects // Status effects
@ -231,7 +522,7 @@ void render_ui(const Player *p, Font *font) {
if (p->effects[i].duration > 0) { if (p->effects[i].duration > 0) {
char eff_text[16]; char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color); draw_text_hud(fm->hud_font, eff_text, (float)effect_x, (float)effect_y, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
effect_x += 28; effect_x += 28;
} }
} }
@ -243,68 +534,76 @@ void render_ui(const Player *p, Font *font) {
// Floor // Floor
char floor_text[16]; char floor_text[16];
snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright); draw_text_hud(fm->hud_font, floor_text, (float)stats_x, (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, text_bright);
DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); draw_text_hud(fm->hud_font, "Floor", (float)stats_x, (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, text_dim);
// ATK // ATK
char atk_text[16]; char atk_text[16];
snprintf(atk_text, sizeof(atk_text), "%d", p->attack); snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW); draw_text_hud(fm->hud_font, atk_text, (float)(stats_x + stat_spacing), (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE,
DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); YELLOW);
draw_text_hud(fm->hud_font, "ATK", (float)(stats_x + stat_spacing), (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE,
text_dim);
// DEF // DEF
char def_text[16]; char def_text[16];
snprintf(def_text, sizeof(def_text), "%d", p->defense); snprintf(def_text, sizeof(def_text), "%d", p->defense);
DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE, draw_text_hud(fm->hud_font, def_text, (float)(stats_x + stat_spacing * 2), (float)stats_y, LARGE_FONT,
(Color){100, 150, 255, 255}); NORM_CHAR_SPACE, (Color){100, 150, 255, 255});
DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim); draw_text_hud(fm->hud_font, "DEF", (float)(stats_x + stat_spacing * 2), (float)stats_y + 16, NORM_FONT,
NAR_CHAR_SPACE, text_dim);
int equip_x = section2_end + 15; int equip_x = section2_end + 15;
int equip_y = hud_y + 8; int equip_y = hud_y + 8;
// Weapon slot // Weapon slot
DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); draw_text_hud(fm->hud_font, "WEAPON", (float)equip_x, (float)equip_y, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
if (p->has_weapon) { if (p->has_weapon) {
const char *weapon_name = item_get_name(&p->equipped_weapon); const char *weapon_name = item_get_name(&p->equipped_weapon);
if (weapon_name) { if (weapon_name) {
char weapon_text[64]; char weapon_text[64];
snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power,
dmg_class_get_short(p->equipped_weapon.dmg_class)); dmg_class_get_short(p->equipped_weapon.dmg_class));
DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); draw_text_hud(fm->hud_font, weapon_text, (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE,
(Color){255, 220, 100, 255});
} }
} else { } else {
DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); draw_text_hud(fm->hud_font, "None [IMP]", (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE,
(Color){80, 75, 70, 255});
} }
// Armor slot // Armor slot
DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim); draw_text_hud(fm->hud_font, "ARMOR", (float)equip_x, (float)equip_y + 26, MEDIUM_FONT, NAR_CHAR_SPACE, text_dim);
if (p->has_armor) { if (p->has_armor) {
const char *armor_name = item_get_name(&p->equipped_armor); const char *armor_name = item_get_name(&p->equipped_armor);
if (armor_name) { if (armor_name) {
char armor_text[48]; char armor_text[48];
snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power);
DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); draw_text_hud(fm->hud_font, armor_text, (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE,
(Color){100, 150, 255, 255});
} }
} else { } else {
DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); draw_text_hud(fm->hud_font, "None", (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE,
(Color){80, 75, 70, 255});
} }
int ctrl_x = section3_end + 20; int ctrl_x = section3_end + 20;
int ctrl_y = hud_y + 14; int ctrl_y = hud_y + 14;
DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT, draw_text_hud(fm->hud_font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (float)ctrl_x, (float)ctrl_y,
MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255});
draw_text_hud(fm->hud_font, "[E] Equip [D] Drop [Q] Quit", (float)ctrl_x, (float)ctrl_y + 16, MEDIUM_FONT,
MED_CHAR_SPACE, (Color){139, 119, 89, 255}); MED_CHAR_SPACE, (Color){139, 119, 89, 255});
DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE,
(Color){139, 119, 89, 255});
// INV count in top-right corner of HUD // INV count in top-right corner of HUD
char inv_text[16]; char inv_text[16];
snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
int inv_width = MeasureText(inv_text, 10); int inv_width = MeasureText(inv_text, SMALL_FONT);
DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN); draw_text_hud(fm->hud_font, inv_text, (float)SCREEN_WIDTH - inv_width - 10, (float)hud_y + 5, SMALL_FONT,
NAR_CHAR_SPACE, GREEN);
} }
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) {
// Roguelike scroll/log panel styling // Roguelike scroll/log panel styling
const int log_width = 250; const int log_width = 250;
const int log_height = 90; const int log_height = 90;
@ -326,7 +625,7 @@ void render_action_log(const char log[5][128], int count, int head, Font *font)
// Title bar // Title bar
DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE, 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}); (Color){180, 160, 130, 255});
// Separator line under title // Separator line under title
@ -352,13 +651,13 @@ void render_action_log(const char log[5][128], int count, int head, Font *font)
} else { } else {
text_color = (Color){120, 110, 100, 200}; // oldest: dim 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, draw_text_hud(fm->hud_font, log[idx], (float)text_x, (float)text_start_y + i * line_height, NORM_FONT,
text_color); 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 // Overlay dimensions
int ov_width = 360; int ov_width = 360;
int ov_height = 320; int ov_height = 320;
@ -370,14 +669,14 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Title // Title
const char *title = "INVENTORY"; const char *title = "INVENTORY";
// int title_w = MeasureText(title, 24); // int title_w = MeasureText(title, 24);
Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE); Vector2 t_w = MeasureTextEx(fm->inv_font, title, HUGE_FONT, NORM_CHAR_SPACE);
DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT, draw_text_body(fm->inv_font, title, overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10, HUGE_FONT,
NORM_CHAR_SPACE, WHITE); NORM_CHAR_SPACE, WHITE);
// Draw each inventory slot // Draw each inventory slot
char slot_text[64]; char slot_text[64];
int row_height = 26; int row_height = 26;
int start_y = overlay.y + 40; int start_y = (int)overlay.y + 40;
for (int i = 0; i < MAX_INVENTORY; i++) { for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = start_y + (i * row_height); int y_pos = start_y + (i * row_height);
@ -394,7 +693,7 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Slot number // Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); 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, 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}); (Color){80, 80, 80, 255});
// Item name // Item name
@ -403,30 +702,31 @@ void render_inventory_overlay(const Player *p, int selected, Font *font) {
Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255} Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
: (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255} : (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
: (Color){140, 140, 255, 255}; : (Color){140, 140, 255, 255};
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 // Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->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 // Action
if (item->type == ITEM_POTION) { 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 { } 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 { } else {
// Empty slot // Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); 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, 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}); (Color){40, 40, 40, 255});
} }
} }
// Instructions at bottom // Instructions at bottom
const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
Vector2 hint_w = MeasureTextEx(*font, hint, SMALL_FONT, NAR_CHAR_SPACE); Vector2 hint_w = MeasureTextEx(fm->inv_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}, 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}); SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255});
} }
@ -485,7 +785,54 @@ static int label_font_size(FloatingLabel label) {
return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL; return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL;
} }
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) { void render_slash_effect(int x, int y, DamageClass dmg_class, int timer) {
if (timer <= 0)
return;
float alpha = (float)timer / 8.0f;
if (alpha > 1.0f)
alpha = 1.0f;
int a = (int)(255 * alpha);
int px = x * TILE_SIZE;
int py = y * TILE_SIZE;
switch (dmg_class) {
case DMG_SLASH:
// Red diagonal slash
DrawLine(px + 2, py + 2, px + TILE_SIZE - 2, py + TILE_SIZE - 2, (Color){255, 80, 80, a});
DrawLine(px + 4, py + 2, px + TILE_SIZE - 2, py + TILE_SIZE - 4, (Color){255, 120, 120, a});
break;
case DMG_IMPACT:
// Orange burst (star pattern)
DrawLine(px + TILE_SIZE / 2, py + 2, px + TILE_SIZE / 2, py + TILE_SIZE - 2, (Color){255, 180, 60, a});
DrawLine(px + 2, py + TILE_SIZE / 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2, (Color){255, 180, 60, a});
DrawLine(px + 4, py + 4, px + TILE_SIZE - 4, py + TILE_SIZE - 4, (Color){255, 200, 100, a});
DrawLine(px + 4, py + TILE_SIZE - 4, px + TILE_SIZE - 4, py + 4, (Color){255, 200, 100, a});
break;
case DMG_PIERCE:
// Yellow horizontal streak
DrawLine(px + 2, py + TILE_SIZE / 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2, (Color){255, 255, 100, a});
DrawLine(px + 2, py + TILE_SIZE / 2 - 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2 - 2, (Color){255, 255, 150, a});
DrawLine(px + 2, py + TILE_SIZE / 2 + 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2 + 2, (Color){255, 255, 150, a});
break;
case DMG_FIRE:
// Red-orange flame burst
DrawLine(px + TILE_SIZE / 2, py + TILE_SIZE - 2, px + TILE_SIZE / 2, py + 4, (Color){255, 100, 30, a});
DrawLine(px + TILE_SIZE / 2 - 3, py + TILE_SIZE - 4, px + TILE_SIZE / 2 - 1, py + 6, (Color){255, 150, 50, a});
DrawLine(px + TILE_SIZE / 2 + 3, py + TILE_SIZE - 4, px + TILE_SIZE / 2 + 1, py + 6, (Color){255, 150, 50, a});
break;
case DMG_POISON:
// Green splash
DrawLine(px + 4, py + 4, px + TILE_SIZE - 4, py + TILE_SIZE - 4, (Color){50, 255, 100, a});
DrawLine(px + TILE_SIZE - 4, py + 4, px + 4, py + TILE_SIZE - 4, (Color){80, 255, 120, a});
DrawCircle(px + TILE_SIZE / 2, py + TILE_SIZE / 2, 3.0f, (Color){100, 255, 150, a / 2});
break;
default:
break;
}
}
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y, const FontManager *fm) {
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
if (texts[i].lifetime <= 0) if (texts[i].lifetime <= 0)
continue; continue;
@ -501,129 +848,152 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
int font_size = label_font_size(texts[i].label); int font_size = label_font_size(texts[i].label);
Color color = label_color(&texts[i], a); Color color = label_color(&texts[i], a);
const char *text = label_text(texts[i].label); const char *text = label_text(texts[i].label);
int text_w = MeasureText(text, font_size); Vector2 text_size = MeasureTextEx(fm->body_font, text, (float)font_size, NORM_CHAR_SPACE);
DrawText(text, x - text_w / 2, y, font_size, color); draw_text_body(fm->body_font, text, (float)(x - (int)text_size.x / 2), (float)y, font_size, NORM_CHAR_SPACE,
color);
} else { } else {
// Numeric damage // Numeric damage
Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a}; Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a};
char text[16]; char text[16];
snprintf(text, sizeof(text), "%d", texts[i].value); snprintf(text, sizeof(text), "%d", texts[i].value);
int text_w = MeasureText(text, 18); Vector2 text_size = MeasureTextEx(fm->body_font, text, (float)FONT_SIZE_FLOAT_DMG, NORM_CHAR_SPACE);
DrawText(text, x - text_w / 2, y, 18, color); draw_text_body(fm->body_font, text, (float)(x - (int)text_size.x / 2), (float)y, FONT_SIZE_FLOAT_DMG,
NORM_CHAR_SPACE, 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, 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 // Semi-transparent overlay
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
// Title // Title
const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; 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; Color title_color = is_victory ? GOLD : RED;
int title_width = MeasureText(title, title_font_size); 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, draw_text_body(fm->title_font, title, (float)(SCREEN_WIDTH - title_width) / 2.0f, 30.0f, title_font_size,
title_color); 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]; 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 line_height = 24;
int label_value_gap = 10;
int col_padding = 40;
Color label_color = LIGHTGRAY; Color label_color = LIGHTGRAY;
Color value_color = WHITE; Color value_color = WHITE;
// Column 1 // Stats box
DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); const char *all_labels[] = {"Kills:", "Items:", "Damage Dealt:", "Damage Taken:", "Crits:", "Times Hit:",
snprintf(line, sizeof(line), "%d", kills); "Potions:", "Floors:", "Turns:", "SCORE:", "SEED:"};
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color); 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; row_y += line_height;
DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Items:", items, col1_x, row_y, LARGE_FONT, label_value_gap,
snprintf(line, sizeof(line), "%d", items); label_color, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Damage Dealt:", damage_dealt, col1_x, row_y, LARGE_FONT,
snprintf(line, sizeof(line), "%d", damage_dealt); label_value_gap, label_color, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Damage Taken:", damage_taken, col1_x, row_y, LARGE_FONT,
snprintf(line, sizeof(line), "%d", damage_taken); label_value_gap, label_color, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Crits:", crits, col1_x, row_y, LARGE_FONT, label_value_gap,
snprintf(line, sizeof(line), "%d", crits); label_color, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Times Hit:", times_hit, col1_x, row_y, LARGE_FONT, label_value_gap,
snprintf(line, sizeof(line), "%d", times_hit); label_color, value_color);
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
row_y += line_height; row_y += line_height;
// Column 2
int col2_row_y = box_y + 20; 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); draw_stat_line(fm->body_font, line, sizeof(line), "Potions:", potions, col2_x, col2_row_y, LARGE_FONT,
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color); label_value_gap, label_color, value_color);
col2_row_y += line_height; col2_row_y += line_height;
DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Floors:", floors, col2_x, col2_row_y, LARGE_FONT, label_value_gap,
snprintf(line, sizeof(line), "%d", floors); label_color, value_color);
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height; col2_row_y += line_height;
DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color); draw_stat_line(fm->body_font, line, sizeof(line), "Turns:", turns, col2_x, col2_row_y, LARGE_FONT, label_value_gap,
snprintf(line, sizeof(line), "%d", turns); label_color, value_color);
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
col2_row_y += line_height; col2_row_y += line_height;
// Score: placed below the last row of the longer column (6 items, row_y is already there) // Score: placed below the last row of the longer column (6 items, row_y is already there)
row_y += 10; row_y += 10;
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); 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; row_y += 35;
// Seed display // 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); 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 // Instructions
if (is_victory) { if (is_victory) {
const char *subtitle = "Press R to play again or Q to quit"; const char *subtitle = "Press R to play again or Q to quit";
int sub_width = MeasureText(subtitle, 20); int sub_width = MeasureText(subtitle, LARGE_FONT);
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50,
LIGHTGRAY); LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY);
} else { } else {
const char *subtitle = "Press R to restart or Q to quit"; const char *subtitle = "Press R to restart or Q to quit";
int sub_width = MeasureText(subtitle, 20); int sub_width = MeasureText(subtitle, LARGE_FONT);
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE, draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50,
LIGHTGRAY); 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) if (message == NULL)
return; return;
const int font_size = 20; const int font_size = NORM_FONT;
const int line_height = font_size + 4; const int line_height = font_size + 4;
const int padding_x = 20; const int padding_x = 20;
const int padding_y = 15; const int padding_y = 15;
@ -654,8 +1024,8 @@ void render_message(const char *message, Font *font) {
longest_line_width = current_line_width; longest_line_width = current_line_width;
// Measure full message // Measure full message
Vector2 total_msg_width = MeasureTextEx(*font, message, font_size, NORM_CHAR_SPACE); Vector2 total_msg_width = MeasureTextEx(fm->body_font, message, font_size, NORM_CHAR_SPACE);
int box_width = total_msg_width.x + (padding_x * 2); int box_width = (int)total_msg_width.x + (padding_x * 2);
// If message is too long, use wrapped width // If message is too long, use wrapped width
if (box_width > max_box_width) { if (box_width > max_box_width) {
@ -679,7 +1049,7 @@ 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}); 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 // 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; int text_y = (SCREEN_HEIGHT - font_size) / 2;
// For wrapped text, draw at box center with padding // For wrapped text, draw at box center with padding
@ -688,14 +1058,14 @@ void render_message(const char *message, Font *font) {
text_y = (int)box_y + padding_y; 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) { void render_seed_display(unsigned int seed) {
char seed_text[64]; char seed_text[64];
snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed); 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); int text_width = MeasureText(seed_text, font_size);
// Position at top right with padding // Position at top right with padding

View file

@ -1,4 +1,3 @@
#ifndef RENDER_H #ifndef RENDER_H
#define RENDER_H #define RENDER_H
@ -75,36 +74,69 @@
// FIXME: remove when player sprites are available // FIXME: remove when player sprites are available
#define PORTRAIT_BG (Color){30, 30, 45, 255} #define PORTRAIT_BG (Color){30, 30, 45, 255}
// Render the map tiles // Font manager encapsulates all loaded fonts with role-based mapping
void render_map(const Map *map); typedef struct {
Font title_font; // Royal_Decree_Bold.ttf -- end/title screens
Font hud_font; // Tomorrow_Night.ttf -- HUD and log panels
Font body_font; // spartan_500.ttf -- body text, floating labels
Font inv_font; // Royal_Decree.ttf -- inventory overlay
} FontManager;
// Render the player // Font role constants for paint_tile functions (Phase 3)
void render_player(const Player *p); #define TILE_FONT_NONE 0
// Render all enemies // Attempt to load a font from path; if the resulting texture is invalid (texture.id == 0),
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); // fall back to fallback_path. If fallback also fails, the returned Font will have
// texture.id == 0 and the caller must handle gracefully.
Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path);
// Render all items // Initialize a FontManager by loading all 4 available fonts with fallback chain.
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]); // Returns 0 on complete failure (all fonts failed to load), non-zero on success
// (at least one font loaded). On partial failure, individual fields may be invalid
// (texture.id == 0); callers must check before using a given role font.
int init_fonts(FontManager *fm);
// Unload all fonts held by a FontManager
void destroy_fonts(FontManager *fm);
// Render the map tiles using tileset atlas
void render_map(const Map *map, const Tileset *tileset);
// Render the player using tileset atlas
// frame_counter is used for idle breathing animation
void render_player(const Player *p, const Tileset *tileset, int frame_counter);
// Render all enemies using tileset atlas
// frame_counter is used for idle breathing animation
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
const Tileset *tileset, int frame_counter);
// Render all items using tileset atlas
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
const Tileset *tileset);
// Render UI overlay // Render UI overlay
void render_ui(const Player *p, Font *font); void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm);
// Render action log (bottom left corner) // 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 // 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 // Render floating damage text
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y); void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y, const FontManager *fm);
// Render slash effect during attacks
void render_slash_effect(int x, int y, DamageClass dmg_class, int timer);
// Render end screen (victory or death) with stats breakdown // Render end screen (victory or death) with stats breakdown
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
int times_hit, int potions, int floors, int turns, int score, 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 // 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 // Render seed display at top right of screen
void render_seed_display(unsigned int seed); void render_seed_display(unsigned int seed);

View file

@ -83,4 +83,7 @@
#define ENEMY_VIEW_RANGE 6 #define ENEMY_VIEW_RANGE 6
#define ENEMY_PATROL_MOVE_CHANCE 30 #define ENEMY_PATROL_MOVE_CHANCE 30
// Visual polish
#define DRAW_GRID_LINES 1
#endif // SETTINGS_H #endif // SETTINGS_H