forked from NotAShelf/rogged
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dab3e1554c |
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af14fd258b |
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5de711cdaf |
1 changed files with 131 additions and 98 deletions
219
src/render.c
219
src/render.c
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@ -108,36 +108,33 @@ void render_items(const Item *items, int count) {
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}
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}
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void render_ui(const Player *p) {
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// HUD Panel
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const int hud_y = MAP_HEIGHT * TILE_SIZE;
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const int hud_height = 60;
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const Color hud_bg = {25, 20, 15, 255}; // dark parchment
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const Color hud_border = {139, 119, 89, 255}; // bronze/brown border
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const Color text_dim = {160, 150, 140, 255}; // dimmed text
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const Color text_bright = {240, 230, 220, 255}; // bright text
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static void draw_hud_background(int hud_y, int hud_height, Color hud_bg, Color hud_border, Color magic_a, Color magic_b ) {
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// Main HUD background with border
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Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height};
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DrawRectangleRec(ui_bg, hud_bg);
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DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border);
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DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, magic_a);
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DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, magic_b); // Magic number 2, probably offset from window bottom
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}
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// Main HUD background with border
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Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height};
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DrawRectangleRec(ui_bg, hud_bg);
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DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border);
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DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255});
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DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255});
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// Section dividers
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int section1_end = 180; // after portrait + HP bar
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int section2_end = 310; // after stats
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int section3_end = 480; // after equipment
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DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
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DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
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DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
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DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
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static void draw_section_divider(int hud_y, int section_x, int border_gap, int hud_height, Color magic_a, Color magic_b) {
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DrawLine(section_x, hud_y + border_gap, section_x, hud_y + hud_height - border_gap, magic_a);
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DrawLine(section_x + 1, hud_y + border_gap, section_x + 1, hud_y + hud_height - border_gap, magic_b);
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}
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static void draw_player_life(
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const Player *p, int hud_y, Color text_bright, Color text_dim, Color full_health,
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Color low_health, Color crit_health, Color hp_background, Color hp_outline
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) {
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// HP Bar, to the right of portrait
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int portrait_x = 8;
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int portrait_y = hud_y + 8;
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int portrait_size = 44;
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int bar_x = portrait_x + portrait_size + 8;
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int bar_y = hud_y + 22;
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int bar_width = 100;
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int bar_height = 16;
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// FIXME: for now this is just a blue square indicating the player. Once we
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// model the player, add classes, sprites, etc. this will need to be revisited.
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@ -145,29 +142,23 @@ void render_ui(const Player *p) {
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DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE);
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DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255});
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// HP Bar, to the right of portrait
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int bar_x = portrait_x + portrait_size + 8;
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int bar_y = hud_y + 20;
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int bar_width = 100;
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int bar_height = 16;
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// HP Label, above bar
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DrawText("HP", bar_x, bar_y - 11, 9, text_dim);
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// HP Bar background
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DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
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DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255});
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DrawRectangle(bar_x, bar_y, bar_width, bar_height, hp_background);
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DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, hp_outline);
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// HP Bar fill
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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 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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hp_color = full_health;
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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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hp_color = low_health;
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} else {
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hp_color = (Color){200, 60, 60, 255};
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hp_color = crit_health;
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}
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if (fill_width > 0) {
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@ -178,7 +169,7 @@ void render_ui(const Player *p) {
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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, 10);
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DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE);
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DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 3, 10, WHITE);
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// Status effects
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int effect_x = bar_x;
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@ -218,69 +209,110 @@ void render_ui(const Player *p) {
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}
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}
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int stats_x = section1_end + 15;
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int stats_y = hud_y + 12;
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int stat_spacing = 40;
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}
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// Floor
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char floor_text[16];
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snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
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DrawText(floor_text, stats_x, stats_y, 14, text_bright);
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DrawText("Floor", stats_x, stats_y + 16, 9, text_dim);
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static void draw_player_stats(
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const Player *p, int hud_y, int stats_x, Color text_bright, Color text_dim
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) {
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int stats_y = hud_y + 12;
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int stat_spacing = 40;
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// ATK
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char atk_text[16];
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snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
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DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW);
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DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim);
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char floor_text[16];
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snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
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DrawText(floor_text, stats_x, stats_y, 14, text_bright);
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DrawText("Floor", stats_x, stats_y + 16, 9, text_dim);
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// DEF
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char def_text[16];
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snprintf(def_text, sizeof(def_text), "%d", p->defense);
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DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255});
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DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim);
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char atk_text[16];
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snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
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DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW);
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DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim);
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int equip_x = section2_end + 15;
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int equip_y = hud_y + 8;
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char def_text[16];
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snprintf(def_text, sizeof(def_text), "%d", p->defense);
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DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255});
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DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim);
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}
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// Weapon slot
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DrawText("WEAPON", equip_x, equip_y, 9, text_dim);
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if (p->has_weapon) {
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const char *weapon_name = item_get_name(&p->equipped_weapon);
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if (weapon_name) {
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char weapon_text[64];
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snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power,
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dmg_class_get_short(p->equipped_weapon.dmg_class));
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DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255});
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static void draw_equipment(
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const Player *p, int hud_y, int equip_x, Color text_dim
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) {
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int equip_y = hud_y + 8;
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DrawText("WEAPON", equip_x, equip_y, 9, text_dim);
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if (p->has_weapon) {
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const char *weapon_name = item_get_name(&p->equipped_weapon);
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if (weapon_name) {
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char weapon_text[64];
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snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]",
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weapon_name, p->equipped_weapon.power,
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dmg_class_get_short(p->equipped_weapon.dmg_class));
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DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255});
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}
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} else {
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DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255});
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}
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} else {
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DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255});
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}
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// Armor slot
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DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim);
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if (p->has_armor) {
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const char *armor_name = item_get_name(&p->equipped_armor);
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if (armor_name) {
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char armor_text[48];
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snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power);
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DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255});
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DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim);
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if (p->has_armor) {
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const char *armor_name = item_get_name(&p->equipped_armor);
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if (armor_name) {
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char armor_text[48];
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snprintf(armor_text, sizeof(armor_text), "%s +%d",
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armor_name, p->equipped_armor.power);
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DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255});
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}
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} else {
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DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255});
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}
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} else {
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DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255});
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}
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}
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int ctrl_x = section3_end + 20;
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int ctrl_y = hud_y + 14;
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static void draw_controls_inv(const Player *p, int hud_y, int ctrl_x, Color controls_color) {
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int ctrl_y = hud_y + 14;
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DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use",
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ctrl_x, ctrl_y, 11, controls_color);
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DrawText("[E] Equip [D] Drop [Q] Quit",
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ctrl_x, ctrl_y + 16, 11, controls_color);
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DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255});
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DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255});
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char inv_text[16];
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snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
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int inv_width = MeasureText(inv_text, 10);
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DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN);
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}
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// INV count in top-right corner of HUD
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char inv_text[16];
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snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
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int inv_width = MeasureText(inv_text, 10);
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DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN);
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void render_ui(const Player *p) {
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// HUD Panel
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const int hud_y = MAP_HEIGHT * TILE_SIZE;
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const int hud_height = 60;
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const Color hud_bg = {25, 20, 15, 255}; // dark parchment
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const Color hud_border = {139, 119, 89, 255}; // bronze/brown border
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const Color text_dim = {160, 150, 140, 255}; // dimmed text
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const Color text_bright = {240, 230, 220, 255}; // bright text
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const Color magic_color_a = {60, 55, 50, 255}; // I don't know what exactly this is (may be top/left colouring)
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const Color magic_color_b = {15, 12, 10, 255}; // See above (may be bottom/right colouring)
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const Color full_health = {60, 180, 60, 255};
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const Color low_health = {200, 180, 40, 255};
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const Color crit_health = {200, 60, 60, 255};
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const Color health_bar_background = {20, 15, 15, 255};
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const Color health_bar_outline = {80, 70, 60, 255};
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draw_hud_background(hud_y, hud_height, hud_bg, hud_border, magic_color_a, magic_color_b);
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// Section dividers
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int section1_end = 180; // after portrait + HP bar
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int section2_end = 310; // after stats
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int section3_end = 480; // after equipment
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draw_section_divider(hud_y, section1_end, 5, hud_height, magic_color_a, magic_color_b);
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draw_section_divider(hud_y, section2_end, 5, hud_height, magic_color_a, magic_color_b);
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draw_player_life(p, hud_y, text_bright, text_dim, full_health, low_health,
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crit_health, health_bar_background, health_bar_outline);
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draw_player_stats(p, hud_y, section1_end + 15, text_bright, text_dim);
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draw_equipment(p, hud_y, section2_end + 15, text_dim);
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draw_controls_inv(p, hud_y, section3_end + 20, hud_border);
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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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@ -308,7 +340,7 @@ void render_action_log(const char log[5][128], int count, int head) {
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DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255});
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// Separator line under title
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DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark);
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DrawLine(log_x + 4, log_y + 22, log_x + log_width - 4, log_y + 22, log_border_dark);
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// Log entries
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int text_x = log_x + 8;
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@ -338,7 +370,7 @@ void render_action_log(const char log[5][128], int count, int head) {
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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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int ov_height = 337;
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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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@ -362,8 +394,8 @@ void render_inventory_overlay(const Player *p, int selected) {
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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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DrawRectangle((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255});
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DrawRectangleLines((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2,
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(Color){180, 160, 80, 255});
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}
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@ -583,6 +615,7 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
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}
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}
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// Floating message popup
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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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