Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Ieaa99fa0a32b42b1e97aada611d809b96a6a6964
892 lines
27 KiB
C
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;
|
|
}
|