301 lines
10 KiB
C
301 lines
10 KiB
C
#include "render.h"
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#include "common.h"
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#include "items.h"
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#include "raylib.h"
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#include "settings.h"
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#include <stddef.h>
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#include <stdio.h>
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#include <string.h>
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void render_map(const Map *map) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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DrawRectangleRec(rect, DARKGRAY);
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break;
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case TILE_FLOOR:
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DrawRectangleRec(rect, BLACK);
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break;
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case TILE_STAIRS:
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DrawRectangleRec(rect, (Color){100, 100, 100, 255});
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// Draw stairs marker
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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break;
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}
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}
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}
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}
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void render_player(const Player *p) {
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Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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DrawRectangleRec(rect, BLUE);
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}
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void render_enemies(const Enemy *enemies, int count) {
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for (int i = 0; i < count; i++) {
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if (!enemies[i].alive)
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continue;
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Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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// Different colors based on enemy type
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Color enemy_color;
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switch (enemies[i].type) {
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case ENEMY_GOBLIN:
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enemy_color = (Color){150, 50, 50, 255}; // dark red
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break;
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case ENEMY_SKELETON:
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enemy_color = (Color){200, 200, 200, 255}; // light gray
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break;
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case ENEMY_ORC:
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enemy_color = (Color){50, 150, 50, 255}; // dark green
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break;
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default:
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enemy_color = RED;
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break;
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}
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DrawRectangleRec(rect, enemy_color);
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// Draw hp bar above enemy
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int hp_percent = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
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if (hp_percent > 0) {
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Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_percent,
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3};
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DrawRectangleRec(hp_bar, GREEN);
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}
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}
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}
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void render_items(const Item *items, int count) {
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for (int i = 0; i < count; i++) {
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if (items[i].picked_up)
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continue;
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Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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// Different colors based on item type
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Color item_color;
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switch (items[i].type) {
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case ITEM_POTION:
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item_color = (Color){255, 100, 100, 255}; // red/pink
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break;
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case ITEM_WEAPON:
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item_color = (Color){255, 255, 100, 255}; // yellow
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break;
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case ITEM_ARMOR:
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item_color = (Color){100, 100, 255, 255}; // blue
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break;
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default:
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item_color = GREEN;
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break;
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}
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DrawRectangleRec(rect, item_color);
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}
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}
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void render_ui(const Player *p) {
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// UI background bar (taller for two rows)
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Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60};
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DrawRectangleRec(ui_bg, (Color){15, 15, 15, 255});
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// Draw dividing line
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DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, (Color){50, 50, 50, 255});
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// HP Bar (row 1, left)
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int bar_x = 10;
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int bar_y = MAP_HEIGHT * TILE_SIZE + 10;
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int bar_width = 140;
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int bar_height = 18;
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// Bar background
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DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){30, 30, 30, 255});
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// Bar fill based on HP percentage
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float hp_percent = (float)p->hp / p->max_hp;
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int fill_width = (int)(bar_width * hp_percent);
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// Color gradient: green > yellow > red
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Color hp_color;
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if (hp_percent > 0.6f) {
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hp_color = (Color){60, 180, 60, 255};
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} else if (hp_percent > 0.3f) {
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hp_color = (Color){200, 180, 40, 255};
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} else {
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hp_color = (Color){200, 60, 60, 255};
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}
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DrawRectangle(bar_x, bar_y, fill_width, bar_height, hp_color);
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// HP text inside bar
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char hp_text[32];
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snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
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int hp_text_w = MeasureText(hp_text, 14);
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DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE);
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// Stats row 1: Floor, ATK, DEF, Inv
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int stats_y = bar_y;
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DrawText("F1", bar_x + bar_width + 15, stats_y, 14, WHITE);
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DrawText("ATK", bar_x + bar_width + 50, stats_y, 14, YELLOW);
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DrawText("DEF", bar_x + bar_width + 100, stats_y, 14, BLUE);
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DrawText("INV", bar_x + bar_width + 145, stats_y, 14, GREEN);
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// Row 2: equipment slots and controls
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int row2_y = stats_y + 24;
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// Equipment (left side of row 2)
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if (p->has_weapon) {
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char weapon_text[48];
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snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d", item_get_name(&p->equipped_weapon),
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p->equipped_weapon.power);
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DrawText(weapon_text, 10, row2_y, 12, YELLOW);
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} else {
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DrawText("Wpn:---", 10, row2_y, 12, (Color){60, 60, 60, 255});
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}
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if (p->has_armor) {
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char armor_text[48];
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snprintf(armor_text, sizeof(armor_text), "Arm:%s +%d", item_get_name(&p->equipped_armor), p->equipped_armor.power);
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DrawText(armor_text, 150, row2_y, 12, BLUE);
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} else {
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DrawText("Arm:---", 150, row2_y, 12, (Color){60, 60, 60, 255});
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}
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// Controls hint (right side)
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DrawText("[G] Pickup [I] Inventory [E] Equip [D] Drop", 350, row2_y, 12, (Color){70, 70, 70, 255});
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}
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void render_action_log(const char log[5][128], int count, int head) {
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int log_x = 10;
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int log_y = MAP_HEIGHT * TILE_SIZE - 75;
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for (int i = 0; i < count && i < 5; i++) {
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int idx = (head - count + i + 5) % 5;
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if (log[idx][0] != '\0') {
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DrawText(log[idx], log_x, log_y + i * 14, 12, (Color){140, 140, 140, 255});
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}
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}
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}
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void render_inventory_overlay(const Player *p, int selected) {
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// Overlay dimensions
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int ov_width = 360;
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int ov_height = 300;
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Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60,
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(float)ov_width, (float)ov_height};
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DrawRectangleRec(overlay, (Color){12, 12, 12, 252});
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DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, (Color){70, 70, 70, 255});
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// Title
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const char *title = "INVENTORY";
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int title_w = MeasureText(title, 24);
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DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE);
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// Draw each inventory slot
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char slot_text[64];
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int row_height = 26;
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int start_y = overlay.y + 50;
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for (int i = 0; i < MAX_INVENTORY; i++) {
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int y_pos = start_y + (i * row_height);
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if (i < p->inventory_count && !p->inventory[i].picked_up) {
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const Item *item = &p->inventory[i];
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// Selection highlight
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if (i == selected) {
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DrawRectangle((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255});
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DrawRectangleLines((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2,
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(Color){180, 160, 80, 255});
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}
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// Slot number
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snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
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DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255});
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// Item name
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const char *name = item_get_name(item);
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Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
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: (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
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: (Color){140, 140, 255, 255};
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DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color);
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// Power
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snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
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DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW);
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// Action
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if (item->type == ITEM_POTION) {
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DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN);
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} else {
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DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD);
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}
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} else {
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// Empty slot
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snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
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DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255});
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}
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}
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// Instructions at bottom
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const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
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int hint_w = MeasureText(hint, 12);
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DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12,
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(Color){65, 65, 65, 255});
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}
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void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) {
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for (int i = 0; i < count; i++) {
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if (texts[i].lifetime <= 0)
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continue;
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int x = texts[i].x + shake_x;
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int y = texts[i].y + shake_y - (60 - texts[i].lifetime); // rise over time
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float alpha = (float)texts[i].lifetime / 60.0f;
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Color color =
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texts[i].is_critical ? (Color){255, 200, 50, (int)(255 * alpha)} : (Color){255, 100, 100, (int)(255 * alpha)};
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char text[16];
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snprintf(text, sizeof(text), "%d", texts[i].value);
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int text_w = MeasureText(text, 18);
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DrawText(text, x - text_w / 2, y, 18, color);
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}
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}
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void render_game_over(void) {
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// Semi-transparent overlay
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Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
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DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
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// Game over text
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const char *title = "GAME OVER";
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int title_width = MeasureText(title, 60);
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DrawText(title, (SCREEN_WIDTH - title_width) / 2, SCREEN_HEIGHT / 2 - 30, 60, RED);
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const char *subtitle = "Press R to restart or Q to quit";
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int sub_width = MeasureText(subtitle, 20);
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DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT / 2 + 40, 20, WHITE);
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}
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void render_message(const char *message) {
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if (message == NULL)
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return;
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int msg_len = strlen(message);
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float msg_ratio = 13.5;
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// Draw message box
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// Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2.0f - 150.0f), (float)(SCREEN_HEIGHT / 2.0f - 30.0f), 300, 60};
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Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2.0f - ((msg_ratio / 2.03f) * msg_len)),
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(float)(SCREEN_HEIGHT / 2.0f - 30.0f), msg_ratio * msg_len, 60};
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DrawRectangleRec(msg_bg, (Color){45, 45, 45, 235});
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DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255});
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int msg_width = MeasureText(message, 20);
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DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE);
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}
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