rogged/src/render.c

301 lines
10 KiB
C

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