forked from NotAShelf/rogged
render: use tileset atlas for all entity and tile rendering; anims
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: Idb42cff72368e26d8d44db79ba9c413a6a6a6964
This commit is contained in:
parent
2f5c959500
commit
5b640dcefd
7 changed files with 556 additions and 90 deletions
412
src/render.c
412
src/render.c
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@ -1,6 +1,8 @@
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#include "render.h"
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#include "items.h"
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#include "settings.h"
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#include "map/utils.h"
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#include <math.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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@ -63,78 +65,292 @@ static void draw_text_body(Font f, const char *text, float x, float y, int size,
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DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c);
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}
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void render_map(const Map *map) {
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void render_map(const Map *map, const Tileset *tileset) {
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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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Rectangle dst = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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int visible = map->visible[y][x];
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int remembered = map->remembered[y][x];
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if (!visible && !remembered) {
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DrawRectangleRec(rect, (Color){5, 5, 10, 255});
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DrawRectangleRec(dst, (Color){5, 5, 10, 255});
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continue;
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}
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int tile_id = -1;
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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tile_id = TILE_WALL_0 + ((x * 7 + y * 13) % 2);
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break;
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case TILE_FLOOR:
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tile_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4);
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break;
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case TILE_STAIRS:
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tile_id = TILE_STAIRS_SPRITE;
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break;
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case TILE_DOOR_CLOSED:
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tile_id = TILE_DOOR_CLOSED_SPRITE;
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break;
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case TILE_DOOR_OPEN:
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tile_id = TILE_DOOR_OPEN_SPRITE;
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break;
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case TILE_DOOR_RUINED:
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tile_id = TILE_DOOR_OPEN_SPRITE;
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break;
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}
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if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
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Rectangle src = tileset_get_region(tileset, tile_id);
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if (src.width > 0) {
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Color tint = WHITE;
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if (!visible) {
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// Dim remembered tiles
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tint = (Color){128, 128, 128, 255};
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}
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DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint);
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continue;
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}
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}
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// Fallback to solid colors if tileset not available
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Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255};
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Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255};
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Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255};
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Color stairs_color = visible ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255};
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Color door_color = visible ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255};
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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DrawRectangleRec(rect, wall_color);
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DrawRectangleRec(dst, wall_color);
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break;
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case TILE_FLOOR:
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DrawRectangleRec(rect, floor_color);
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DrawRectangleRec(dst, floor_color);
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// Torch flicker: warm tint on floor tiles adjacent to stairs
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{
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int is_adjacent_to_stairs = 0;
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for (int dy = -1; dy <= 1 && !is_adjacent_to_stairs; dy++) {
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for (int dx = -1; dx <= 1 && !is_adjacent_to_stairs; dx++) {
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int nx = x + dx;
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int ny = y + dy;
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if (in_bounds(nx, ny, MAP_WIDTH, MAP_HEIGHT) && map->tiles[ny][nx] == TILE_STAIRS) {
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is_adjacent_to_stairs = 1;
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}
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}
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}
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if (is_adjacent_to_stairs && visible) {
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int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f);
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DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60});
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}
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}
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// Grid lines
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if (DRAW_GRID_LINES && visible) {
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DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80});
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}
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break;
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case TILE_STAIRS:
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DrawRectangleRec(rect, stairs_color);
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if (visible)
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, NORM_FONT, WHITE);
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else
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, NORM_FONT, (Color){60, 60, 65, 255});
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DrawRectangleRec(dst, stairs_color);
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// Make stairs very visible with bright symbol and bounce
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{
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int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f);
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if (visible)
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255});
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else
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255});
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}
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break;
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case TILE_DOOR_CLOSED:
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DrawRectangleRec(dst, door_color);
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if (visible) {
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DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){100, 80, 60, 255});
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DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
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(Color){60, 50, 40, 255});
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DrawText("+", x * TILE_SIZE + 5, y * TILE_SIZE + 1, NORM_FONT, WHITE);
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}
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break;
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case TILE_DOOR_OPEN:
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DrawRectangleRec(dst, floor_color);
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if (visible) {
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DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){80, 70, 50, 180});
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DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
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(Color){60, 50, 40, 200});
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DrawText("'", x * TILE_SIZE + 6, y * TILE_SIZE + 2, NORM_FONT, (Color){150, 140, 120, 255});
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}
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break;
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case TILE_DOOR_RUINED:
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DrawRectangleRec(dst, (Color){60, 45, 30, 255});
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if (visible) {
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DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200});
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DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2,
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(Color){120, 90, 60, 255});
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DrawLine(x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + 2, x * TILE_SIZE + 2, y * TILE_SIZE + TILE_SIZE - 2,
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(Color){120, 90, 60, 255});
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}
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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->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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DrawRectangleRec(rect, BLUE);
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void render_player(const Player *p, const Tileset *tileset, int frame_counter) {
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Rectangle dst = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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if (tileset != NULL && tileset->finalized) {
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int tile_id = p->sprite_tile_id;
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switch (p->anim_state) {
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case PLAYER_ANIM_WALK:
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tile_id = (p->anim_frame == 0) ? SPRITE_PLAYER_WALK_0 : SPRITE_PLAYER_WALK_1;
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break;
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case PLAYER_ANIM_ATTACK:
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tile_id = SPRITE_PLAYER_ATTACK;
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break;
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default:
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// Idle breathing: subtle bob every 60 frames
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if ((frame_counter / 30) % 2 == 0) {
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dst.y -= 1;
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}
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tile_id = p->sprite_tile_id;
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break;
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}
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Rectangle src = tileset_get_region(tileset, tile_id);
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if (src.width > 0) {
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// Flip horizontally if facing left
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if (!p->facing_right) {
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src.width = -src.width;
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}
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DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
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// Draw status effect overlays
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for (int e = 0; e < p->effect_count && e < MAX_EFFECTS; e++) {
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if (p->effects[e].duration > 0) {
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int effect_tile = -1;
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switch (p->effects[e].type) {
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case EFFECT_BURN:
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effect_tile = SPRITE_EFFECT_BURN;
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break;
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case EFFECT_POISON:
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effect_tile = SPRITE_EFFECT_POISON;
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break;
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default:
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break;
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}
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if (effect_tile >= 0) {
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Rectangle eff_src = tileset_get_region(tileset, effect_tile);
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if (eff_src.width > 0) {
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Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8};
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DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180});
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}
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}
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}
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}
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// Damage flash overlay
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if (p->flash_timer > 0) {
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DrawRectangleRec(dst, (Color){255, 0, 0, 128});
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}
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return;
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}
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}
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// Fallback to solid color
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DrawRectangleRec(dst, BLUE);
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if (p->flash_timer > 0) {
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DrawRectangleRec(dst, (Color){255, 0, 0, 128});
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}
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}
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void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
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void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
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const Tileset *tileset, int frame_counter) {
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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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if (!visible[enemies[i].position.y][enemies[i].position.x])
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continue;
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Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
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(float)TILE_SIZE, (float)TILE_SIZE};
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Rectangle dst = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
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(float)TILE_SIZE, (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_ENEMY_GOBLIN; // dark red
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break;
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case ENEMY_SKELETON:
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enemy_color = COLOR_ENEMY_SKELETON; // light gray
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break;
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case ENEMY_ORC:
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enemy_color = COLOR_ENEMY_ORC; // 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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// Select animation frame based on sprite_tile_id base
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int base_tile = enemies[i].sprite_tile_id;
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int tile_id;
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if (enemies[i].anim_state == ENEMY_ANIM_WALK) {
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tile_id = (enemies[i].anim_frame == 0) ? base_tile + 1 : base_tile + 2;
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} else if (enemies[i].anim_state == ENEMY_ANIM_ATTACK) {
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tile_id = base_tile + 3;
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} else if (enemies[i].anim_state == ENEMY_ANIM_IDLE) {
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// Idle breathing: subtle bob every 60 frames
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if ((frame_counter / 30) % 2 == 0) {
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dst.y -= 1;
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}
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tile_id = base_tile;
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} else {
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tile_id = base_tile;
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}
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DrawRectangleRec(rect, enemy_color);
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if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
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Rectangle src = tileset_get_region(tileset, tile_id);
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if (src.width > 0) {
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// Flip horizontally if facing left
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if (!enemies[i].facing_right) {
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src.width = -src.width;
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}
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DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
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// Draw status effect overlays
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for (int e = 0; e < enemies[i].effect_count && e < MAX_EFFECTS; e++) {
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if (enemies[i].effects[e].duration > 0) {
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int effect_tile = -1;
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switch (enemies[i].effects[e].type) {
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case EFFECT_BURN:
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effect_tile = SPRITE_EFFECT_BURN;
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break;
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case EFFECT_POISON:
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effect_tile = SPRITE_EFFECT_POISON;
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break;
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default:
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break;
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}
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if (effect_tile >= 0) {
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Rectangle eff_src = tileset_get_region(tileset, effect_tile);
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if (eff_src.width > 0) {
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Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8};
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DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180});
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}
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}
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}
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}
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// Enemy alert overlay (yellow tint when alert)
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if (enemies[i].alert) {
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DrawRectangleRec(dst, (Color){255, 255, 0, 30});
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}
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}
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} else {
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// Fallback to solid colors
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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_ENEMY_GOBLIN;
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break;
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case ENEMY_SKELETON:
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enemy_color = COLOR_ENEMY_SKELETON;
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break;
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case ENEMY_ORC:
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enemy_color = COLOR_ENEMY_ORC;
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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(dst, enemy_color);
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if (enemies[i].alert) {
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DrawRectangleRec(dst, (Color){255, 255, 0, 30});
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}
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}
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// Draw hp bar above enemy, color-coded by health remaining
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int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
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int hp_pixels = (enemies[i].max_hp > 0) ? (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp : 0;
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if (hp_pixels > 0) {
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float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp;
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Color bar_color;
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@ -151,38 +367,47 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
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}
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}
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void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
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void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
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const Tileset *tileset) {
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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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if (!visible[items[i].y][items[i].x])
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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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Rectangle dst = {(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_ITEM_POTION; // red/pink
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break;
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case ITEM_WEAPON:
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item_color = COLOR_ITEM_WEAPON; // yellow
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break;
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case ITEM_ARMOR:
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item_color = COLOR_ITEM_ARMOR; // 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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int tile_id = items[i].sprite_tile_id;
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if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
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Rectangle src = tileset_get_region(tileset, tile_id);
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if (src.width > 0) {
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DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
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}
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} else {
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// Fallback to solid colors
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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_ITEM_POTION;
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break;
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case ITEM_WEAPON:
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item_color = COLOR_ITEM_WEAPON;
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break;
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case ITEM_ARMOR:
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item_color = COLOR_ITEM_ARMOR;
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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(dst, item_color);
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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, const FontManager *fm) {
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void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm) {
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// HUD Panel
|
||||
const int hud_y = MAP_HEIGHT * TILE_SIZE;
|
||||
const int hud_height = 60;
|
||||
|
|
@ -213,10 +438,18 @@ void render_ui(const Player *p, const FontManager *fm) {
|
|||
int portrait_y = hud_y + 8;
|
||||
int portrait_size = 44;
|
||||
|
||||
// FIXME: for now this is just a blue square indicating the player. Once we
|
||||
// model the player, add classes, sprites, etc. this will need to be revisited.
|
||||
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255});
|
||||
DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE);
|
||||
// Draw player sprite in portrait
|
||||
if (tileset != NULL && tileset->finalized) {
|
||||
Rectangle src = tileset_get_region(tileset, SPRITE_PLAYER);
|
||||
if (src.width > 0) {
|
||||
Rectangle dst = {(float)portrait_x, (float)portrait_y, (float)portrait_size, (float)portrait_size};
|
||||
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE);
|
||||
} else {
|
||||
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, BLUE);
|
||||
}
|
||||
} else {
|
||||
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, BLUE);
|
||||
}
|
||||
DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255});
|
||||
|
||||
// HP Bar, to the right of portrait
|
||||
|
|
@ -552,7 +785,54 @@ static int label_font_size(FloatingLabel label) {
|
|||
return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL;
|
||||
}
|
||||
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) {
|
||||
void render_slash_effect(int x, int y, DamageClass dmg_class, int timer) {
|
||||
if (timer <= 0)
|
||||
return;
|
||||
|
||||
float alpha = (float)timer / 8.0f;
|
||||
if (alpha > 1.0f)
|
||||
alpha = 1.0f;
|
||||
int a = (int)(255 * alpha);
|
||||
int px = x * TILE_SIZE;
|
||||
int py = y * TILE_SIZE;
|
||||
|
||||
switch (dmg_class) {
|
||||
case DMG_SLASH:
|
||||
// Red diagonal slash
|
||||
DrawLine(px + 2, py + 2, px + TILE_SIZE - 2, py + TILE_SIZE - 2, (Color){255, 80, 80, a});
|
||||
DrawLine(px + 4, py + 2, px + TILE_SIZE - 2, py + TILE_SIZE - 4, (Color){255, 120, 120, a});
|
||||
break;
|
||||
case DMG_IMPACT:
|
||||
// Orange burst (star pattern)
|
||||
DrawLine(px + TILE_SIZE / 2, py + 2, px + TILE_SIZE / 2, py + TILE_SIZE - 2, (Color){255, 180, 60, a});
|
||||
DrawLine(px + 2, py + TILE_SIZE / 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2, (Color){255, 180, 60, a});
|
||||
DrawLine(px + 4, py + 4, px + TILE_SIZE - 4, py + TILE_SIZE - 4, (Color){255, 200, 100, a});
|
||||
DrawLine(px + 4, py + TILE_SIZE - 4, px + TILE_SIZE - 4, py + 4, (Color){255, 200, 100, a});
|
||||
break;
|
||||
case DMG_PIERCE:
|
||||
// Yellow horizontal streak
|
||||
DrawLine(px + 2, py + TILE_SIZE / 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2, (Color){255, 255, 100, a});
|
||||
DrawLine(px + 2, py + TILE_SIZE / 2 - 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2 - 2, (Color){255, 255, 150, a});
|
||||
DrawLine(px + 2, py + TILE_SIZE / 2 + 2, px + TILE_SIZE - 2, py + TILE_SIZE / 2 + 2, (Color){255, 255, 150, a});
|
||||
break;
|
||||
case DMG_FIRE:
|
||||
// Red-orange flame burst
|
||||
DrawLine(px + TILE_SIZE / 2, py + TILE_SIZE - 2, px + TILE_SIZE / 2, py + 4, (Color){255, 100, 30, a});
|
||||
DrawLine(px + TILE_SIZE / 2 - 3, py + TILE_SIZE - 4, px + TILE_SIZE / 2 - 1, py + 6, (Color){255, 150, 50, a});
|
||||
DrawLine(px + TILE_SIZE / 2 + 3, py + TILE_SIZE - 4, px + TILE_SIZE / 2 + 1, py + 6, (Color){255, 150, 50, a});
|
||||
break;
|
||||
case DMG_POISON:
|
||||
// Green splash
|
||||
DrawLine(px + 4, py + 4, px + TILE_SIZE - 4, py + TILE_SIZE - 4, (Color){50, 255, 100, a});
|
||||
DrawLine(px + TILE_SIZE - 4, py + 4, px + 4, py + TILE_SIZE - 4, (Color){80, 255, 120, a});
|
||||
DrawCircle(px + TILE_SIZE / 2, py + TILE_SIZE / 2, 3.0f, (Color){100, 255, 150, a / 2});
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y, const FontManager *fm) {
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (texts[i].lifetime <= 0)
|
||||
continue;
|
||||
|
|
@ -568,15 +848,17 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
|
|||
int font_size = label_font_size(texts[i].label);
|
||||
Color color = label_color(&texts[i], a);
|
||||
const char *text = label_text(texts[i].label);
|
||||
int text_w = MeasureText(text, font_size);
|
||||
DrawText(text, x - text_w / 2, y, font_size, color);
|
||||
Vector2 text_size = MeasureTextEx(fm->body_font, text, (float)font_size, NORM_CHAR_SPACE);
|
||||
draw_text_body(fm->body_font, text, (float)(x - (int)text_size.x / 2), (float)y, font_size, NORM_CHAR_SPACE,
|
||||
color);
|
||||
} else {
|
||||
// Numeric damage
|
||||
Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a};
|
||||
char text[16];
|
||||
snprintf(text, sizeof(text), "%d", texts[i].value);
|
||||
int text_w = MeasureText(text, FONT_SIZE_FLOAT_DMG);
|
||||
DrawText(text, x - text_w / 2, y, FONT_SIZE_FLOAT_DMG, color);
|
||||
Vector2 text_size = MeasureTextEx(fm->body_font, text, (float)FONT_SIZE_FLOAT_DMG, NORM_CHAR_SPACE);
|
||||
draw_text_body(fm->body_font, text, (float)(x - (int)text_size.x / 2), (float)y, FONT_SIZE_FLOAT_DMG,
|
||||
NORM_CHAR_SPACE, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue