diff --git a/src/render.c b/src/render.c index 3c24e15..350901c 100644 --- a/src/render.c +++ b/src/render.c @@ -108,36 +108,33 @@ void render_items(const Item *items, int count) { } } -void render_ui(const Player *p) { - // HUD Panel - const int hud_y = MAP_HEIGHT * TILE_SIZE; - const int hud_height = 60; - const Color hud_bg = {25, 20, 15, 255}; // dark parchment - const Color hud_border = {139, 119, 89, 255}; // bronze/brown border - const Color text_dim = {160, 150, 140, 255}; // dimmed text - const Color text_bright = {240, 230, 220, 255}; // bright text +static void draw_hud_background(int hud_y, int hud_height, Color hud_bg, Color hud_border, Color magic_a, Color magic_b ) { + // Main HUD background with border + Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; + DrawRectangleRec(ui_bg, hud_bg); + DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); + DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, magic_a); + DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, magic_b); // Magic number 2, probably offset from window bottom +} - // Main HUD background with border - Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; - DrawRectangleRec(ui_bg, hud_bg); - DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); - DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255}); - DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255}); - - // Section dividers - int section1_end = 180; // after portrait + HP bar - int section2_end = 310; // after stats - int section3_end = 480; // after equipment - - DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); - DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); - - DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); - DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); +static void draw_section_divider(int hud_y, int section_x, int border_gap, int hud_height, Color magic_a, Color magic_b) { + DrawLine(section_x, hud_y + border_gap, section_x, hud_y + hud_height - border_gap, magic_a); + DrawLine(section_x + 1, hud_y + border_gap, section_x + 1, hud_y + hud_height - border_gap, magic_b); +} +static void draw_player_life( + const Player *p, int hud_y, Color text_bright, Color text_dim, Color full_health, + Color low_health, Color crit_health, Color hp_background, Color hp_outline + ) { + // HP Bar, to the right of portrait int portrait_x = 8; int portrait_y = hud_y + 8; int portrait_size = 44; + int bar_x = portrait_x + portrait_size + 8; + int bar_y = hud_y + 22; + int bar_width = 100; + int bar_height = 16; + // 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. @@ -145,29 +142,23 @@ void render_ui(const Player *p) { DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); - // HP Bar, to the right of portrait - int bar_x = portrait_x + portrait_size + 8; - int bar_y = hud_y + 20; - int bar_width = 100; - int bar_height = 16; - // HP Label, above bar DrawText("HP", bar_x, bar_y - 11, 9, text_dim); // HP Bar background - DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); - DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255}); + DrawRectangle(bar_x, bar_y, bar_width, bar_height, hp_background); + DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, hp_outline); // HP Bar fill float hp_percent = (float)p->hp / p->max_hp; int fill_width = (int)(bar_width * hp_percent); Color hp_color; if (hp_percent > 0.6f) { - hp_color = (Color){60, 180, 60, 255}; + hp_color = full_health; } else if (hp_percent > 0.3f) { - hp_color = (Color){200, 180, 40, 255}; + hp_color = low_health; } else { - hp_color = (Color){200, 60, 60, 255}; + hp_color = crit_health; } if (fill_width > 0) { @@ -178,7 +169,7 @@ void render_ui(const Player *p) { char hp_text[32]; snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); int hp_text_w = MeasureText(hp_text, 10); - DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE); + DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 3, 10, WHITE); // Status effects int effect_x = bar_x; @@ -218,69 +209,110 @@ void render_ui(const Player *p) { } } - int stats_x = section1_end + 15; - int stats_y = hud_y + 12; - int stat_spacing = 40; +} - // Floor - char floor_text[16]; - snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); - DrawText(floor_text, stats_x, stats_y, 14, text_bright); - DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); +static void draw_player_stats( + const Player *p, int hud_y, int stats_x, Color text_bright, Color text_dim +) { + int stats_y = hud_y + 12; + int stat_spacing = 40; - // ATK - char atk_text[16]; - snprintf(atk_text, sizeof(atk_text), "%d", p->attack); - DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); - DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); + char floor_text[16]; + snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); + DrawText(floor_text, stats_x, stats_y, 14, text_bright); + DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); - // DEF - char def_text[16]; - snprintf(def_text, sizeof(def_text), "%d", p->defense); - DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); - DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); + char atk_text[16]; + snprintf(atk_text, sizeof(atk_text), "%d", p->attack); + DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); + DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); - int equip_x = section2_end + 15; - int equip_y = hud_y + 8; + char def_text[16]; + snprintf(def_text, sizeof(def_text), "%d", p->defense); + DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); + DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); +} - // Weapon slot - DrawText("WEAPON", equip_x, equip_y, 9, text_dim); - if (p->has_weapon) { - const char *weapon_name = item_get_name(&p->equipped_weapon); - if (weapon_name) { - char weapon_text[64]; - snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, - dmg_class_get_short(p->equipped_weapon.dmg_class)); - DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); +static void draw_equipment( + const Player *p, int hud_y, int equip_x, Color text_dim +) { + int equip_y = hud_y + 8; + + DrawText("WEAPON", equip_x, equip_y, 9, text_dim); + if (p->has_weapon) { + const char *weapon_name = item_get_name(&p->equipped_weapon); + if (weapon_name) { + char weapon_text[64]; + snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", + weapon_name, p->equipped_weapon.power, + dmg_class_get_short(p->equipped_weapon.dmg_class)); + DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); + } + } else { + DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); } - } else { - DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); - } - // Armor slot - DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); - if (p->has_armor) { - const char *armor_name = item_get_name(&p->equipped_armor); - if (armor_name) { - char armor_text[48]; - snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); - DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); + DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); + if (p->has_armor) { + const char *armor_name = item_get_name(&p->equipped_armor); + if (armor_name) { + char armor_text[48]; + snprintf(armor_text, sizeof(armor_text), "%s +%d", + armor_name, p->equipped_armor.power); + DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); + } + } else { + DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); } - } else { - DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); - } +} - int ctrl_x = section3_end + 20; - int ctrl_y = hud_y + 14; +static void draw_controls_inv(const Player *p, int hud_y, int ctrl_x, Color controls_color) { + int ctrl_y = hud_y + 14; + DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", + ctrl_x, ctrl_y, 11, controls_color); + DrawText("[E] Equip [D] Drop [Q] Quit", + ctrl_x, ctrl_y + 16, 11, controls_color); - DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255}); - DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255}); + char inv_text[16]; + snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); + int inv_width = MeasureText(inv_text, 10); + DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); +} - // INV count in top-right corner of HUD - char inv_text[16]; - snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); - int inv_width = MeasureText(inv_text, 10); - DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); +void render_ui(const Player *p) { + // HUD Panel + const int hud_y = MAP_HEIGHT * TILE_SIZE; + const int hud_height = 60; + const Color hud_bg = {25, 20, 15, 255}; // dark parchment + const Color hud_border = {139, 119, 89, 255}; // bronze/brown border + const Color text_dim = {160, 150, 140, 255}; // dimmed text + const Color text_bright = {240, 230, 220, 255}; // bright text + const Color magic_color_a = {60, 55, 50, 255}; // I don't know what exactly this is (may be top/left colouring) + const Color magic_color_b = {15, 12, 10, 255}; // See above (may be bottom/right colouring) + const Color full_health = {60, 180, 60, 255}; + const Color low_health = {200, 180, 40, 255}; + const Color crit_health = {200, 60, 60, 255}; + const Color health_bar_background = {20, 15, 15, 255}; + const Color health_bar_outline = {80, 70, 60, 255}; + + draw_hud_background(hud_y, hud_height, hud_bg, hud_border, magic_color_a, magic_color_b); + + // Section dividers + int section1_end = 180; // after portrait + HP bar + int section2_end = 310; // after stats + int section3_end = 480; // after equipment + + draw_section_divider(hud_y, section1_end, 5, hud_height, magic_color_a, magic_color_b); + draw_section_divider(hud_y, section2_end, 5, hud_height, magic_color_a, magic_color_b); + + draw_player_life(p, hud_y, text_bright, text_dim, full_health, low_health, + crit_health, health_bar_background, health_bar_outline); + + draw_player_stats(p, hud_y, section1_end + 15, text_bright, text_dim); + + draw_equipment(p, hud_y, section2_end + 15, text_dim); + + draw_controls_inv(p, hud_y, section3_end + 20, hud_border); } void render_action_log(const char log[5][128], int count, int head) { @@ -308,7 +340,7 @@ void render_action_log(const char log[5][128], int count, int head) { DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); // Separator line under title - DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); + DrawLine(log_x + 4, log_y + 22, log_x + log_width - 4, log_y + 22, log_border_dark); // Log entries int text_x = log_x + 8; @@ -338,7 +370,7 @@ void render_action_log(const char log[5][128], int count, int head) { void render_inventory_overlay(const Player *p, int selected) { // Overlay dimensions int ov_width = 360; - int ov_height = 300; + int ov_height = 337; 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}); @@ -362,8 +394,8 @@ void render_inventory_overlay(const Player *p, int selected) { // 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, + DrawRectangle((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255}); + DrawRectangleLines((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2, (Color){180, 160, 80, 255}); } @@ -583,6 +615,7 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i } } +// Floating message popup void render_message(const char *message) { if (message == NULL) return;