#include "tileset_paint.h" #include #include // 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); int ox = (int)off.x; int oy = (int)off.y; Color base = variant == 0 ? (Color){38, 37, 39, 255} : (Color){33, 32, 35, 255}; Color edge = variant == 0 ? (Color){48, 46, 46, 255} : (Color){42, 40, 41, 255}; Color shadow = variant == 0 ? (Color){24, 23, 25, 255} : (Color){20, 19, 21, 255}; Color highlight = variant == 0 ? (Color){56, 54, 52, 255} : (Color){49, 47, 46, 255}; Color moss = variant == 0 ? (Color){38, 58, 42, 255} : (Color){28, 45, 34, 255}; DrawRectangle(ox, oy, w, h, base); lcg_srand((unsigned int)(variant * 4099 + id * 9176)); int row_y = 0; for (int row = 0; row < 3; row++) { int block_h = row == 2 ? h - row_y : lcg_rand_range(5, 6); int x = 0; int stagger = (row % 2) ? lcg_rand_range(-4, 0) : lcg_rand_range(-1, 2); while (x < w) { int block_w = lcg_rand_range(7, 12); int bx = ox + x + stagger; int by = oy + row_y; int bw = block_w; if (bx < ox) { bw -= ox - bx; bx = ox; } if (bx + bw > ox + w) bw = ox + w - bx; if (bw > 0) { Color face = ((x + row + variant) % 3 == 0) ? edge : base; DrawRectangle(bx, by, bw, block_h, face); if (row == 0) DrawLine(bx, by, bx + bw - 1, by, highlight); DrawLine(bx, by + block_h - 1, bx + bw - 1, by + block_h - 1, shadow); if (bw > 5 && block_h > 4 && lcg_rand_range(0, 99) < 18) DrawPixel(bx + lcg_rand_range(1, bw - 2), by + lcg_rand_range(1, block_h - 2), shadow); } x += block_w; } row_y += block_h; } for (int i = 0; i < 3 + variant; i++) { int px = ox + lcg_rand_range(1, w - 2); int py = oy + lcg_rand_range(1, h - 2); DrawPixel(px, py, lcg_rand_range(0, 1) ? highlight : shadow); } if (variant == 1) { DrawLine(ox + 3, oy + 1, ox + 5, oy + 5, shadow); DrawLine(ox + 5, oy + 5, ox + 4, oy + 8, shadow); DrawLine(ox + 11, oy + 4, ox + 8, oy + 7, shadow); } else { DrawLine(ox + 9, oy + 2, ox + 12, oy + 5, shadow); DrawLine(ox + 12, oy + 5, ox + 10, oy + 9, shadow); DrawPixel(ox + 3, oy + 13, moss); DrawPixel(ox + 4, oy + 13, moss); DrawPixel(ox + 4, oy + 14, moss); } DrawRectangle(ox, oy + h - 2, w, 2, (Color){16, 15, 17, 255}); 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); int ox = (int)off.x; int oy = (int)off.y; Color base = variant == 0 ? (Color){61, 58, 55, 255} : variant == 1 ? (Color){67, 63, 58, 255} : variant == 2 ? (Color){56, 55, 58, 255} : (Color){64, 59, 53, 255}; Color bevel = (Color){86, 82, 75, 255}; Color seam = (Color){34, 32, 31, 255}; Color chip = (Color){43, 41, 40, 255}; DrawRectangle(ox, oy, w, h, base); lcg_srand((unsigned int)(variant * 7919 + id * 104729)); int split_x = lcg_rand_range(6, 10); int split_y = lcg_rand_range(6, 10); DrawLine(ox + split_x, oy + 1, ox + split_x, oy + h - 2, seam); DrawLine(ox + 1, oy + split_y, ox + w - 2, oy + split_y, seam); DrawLine(ox + 1, oy + 1, ox + w - 2, oy + 1, bevel); DrawLine(ox + 1, oy + 1, ox + 1, oy + h - 2, bevel); DrawLine(ox + 1, oy + h - 2, ox + w - 2, oy + h - 2, seam); DrawLine(ox + w - 2, oy + 1, ox + w - 2, oy + h - 2, seam); int num_dots = 14 + variant * 5; for (int i = 0; i < num_dots; i++) { int px = ox + lcg_rand_range(1, w - 2); int py = oy + lcg_rand_range(1, h - 2); Color c = lcg_rand_range(0, 2) == 0 ? bevel : chip; DrawPixel(px, py, c); } if (variant >= 1) { int crack_x = ox + lcg_rand_range(3, w - 4); int crack_y = oy + lcg_rand_range(3, h - 4); DrawPixel(crack_x, crack_y, seam); DrawPixel(crack_x + 1, crack_y, seam); DrawPixel(crack_x + 1, crack_y + 1, seam); if (variant >= 2) DrawPixel(crack_x + 2, crack_y + 2, seam); } 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); int ox = (int)off.x; int oy = (int)off.y; DrawRectangle(ox, oy, w, h, (Color){31, 29, 27, 255}); Color face = (Color){82, 76, 68, 255}; Color lip = (Color){118, 106, 84, 255}; Color drop = (Color){28, 25, 23, 255}; for (int i = 0; i < 4; i++) { int y = oy + 3 + i * 3; int inset = i + 1; DrawRectangle(ox + inset, y, w - inset * 2, 2, face); DrawLine(ox + inset, y, ox + w - inset - 1, y, lip); DrawLine(ox + inset, y + 2, ox + w - inset - 1, y + 2, drop); } DrawLine(ox + 4, oy + 2, ox + 11, oy + 2, (Color){120, 111, 93, 255}); DrawPixel(ox + 7, oy + 1, (Color){142, 134, 114, 255}); DrawPixel(ox + 8, oy + 1, (Color){142, 134, 114, 255}); DrawRectangle(ox + 6, oy + 13, 4, 1, (Color){12, 10, 9, 255}); 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); Color iron = (Color){35, 32, 30, 255}; Color wood_dark = (Color){72, 47, 30, 255}; Color wood_mid = (Color){111, 73, 42, 255}; Color wood_light = (Color){151, 103, 58, 255}; DrawRectangle(ox, oy, w, h, iron); DrawRectangle(ox + 2, oy + 1, w - 4, h - 2, wood_dark); DrawRectangle(ox + 3, oy + 2, 3, h - 4, wood_mid); DrawRectangle(ox + 7, oy + 2, 3, h - 4, wood_light); DrawRectangle(ox + 11, oy + 2, 2, h - 4, wood_mid); DrawRectangle(ox + 2, oy + 5, w - 4, 2, iron); DrawRectangle(ox + 2, oy + 11, w - 4, 2, iron); DrawPixel(ox + 4, oy + 3, (Color){180, 129, 72, 255}); DrawPixel(ox + 8, oy + 9, (Color){84, 53, 32, 255}); DrawPixel(ox + 12, oy + 8, (Color){208, 169, 69, 255}); DrawPixel(ox + 12, oy + 9, (Color){166, 124, 51, 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); Color floor = (Color){58, 55, 52, 255}; Color seam = (Color){32, 30, 29, 255}; Color wood_dark = (Color){72, 47, 30, 255}; Color wood_light = (Color){131, 88, 49, 255}; DrawRectangle(ox, oy, w, h, floor); DrawLine(ox + 7, oy + 1, ox + 7, oy + h - 2, seam); DrawLine(ox + 1, oy + 8, ox + w - 2, oy + 8, seam); DrawRectangle(ox, oy, 3, h, wood_dark); DrawRectangle(ox + 2, oy + 2, 2, h - 4, wood_light); DrawPixel(ox + 1, oy + 4, (Color){72, 72, 72, 255}); DrawPixel(ox + 1, oy + 11, (Color){72, 72, 72, 255}); DrawRectangle(ox + 4, oy + 13, 6, 1, (Color){25, 20, 17, 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; }