rogged/libs/tileset/tileset_paint.c
NotAShelf 514a9560a2
various: add admin build; various layout improvements
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ieaa99fa0a32b42b1e97aada611d809b96a6a6964
2026-06-11 10:39:28 +03:00

892 lines
27 KiB
C

#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);
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;
}