#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); // 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; }