#include "render.h" #include "items.h" #include "settings.h" #include "map/map.h" #include "map/utils.h" #include #include #include #include Font load_font_with_fallback(const char *path, int font_size, const char *fallback_path) { if (path == NULL) goto try_fallback; Font f = LoadFontEx(path, font_size, NULL, 0); if (f.texture.id != 0) return f; try_fallback: if (fallback_path != NULL) { Font fb = LoadFontEx(fallback_path, font_size, NULL, 0); if (fb.texture.id != 0) return fb; } Font none = {0}; return none; } int init_fonts(FontManager *fm) { if (fm == NULL) return 0; fm->title_font = load_font_with_fallback("./assets/fonts/Royal_Decree_Bold.ttf", 36, "./assets/fonts/spartan_500.ttf"); fm->hud_font = load_font_with_fallback("./assets/fonts/Tomorrow_Night.ttf", 36, "./assets/fonts/spartan_500.ttf"); fm->body_font = load_font_with_fallback("./assets/fonts/spartan_500.ttf", 36, NULL); fm->inv_font = load_font_with_fallback("./assets/fonts/Royal_Decree.ttf", 36, "./assets/fonts/spartan_500.ttf"); return fm->title_font.texture.id != 0 && fm->hud_font.texture.id != 0 && fm->body_font.texture.id != 0 && fm->inv_font.texture.id != 0; } void destroy_fonts(FontManager *fm) { if (fm == NULL) return; if (fm->title_font.texture.id != 0) UnloadFont(fm->title_font); if (fm->hud_font.texture.id != 0) UnloadFont(fm->hud_font); if (fm->body_font.texture.id != 0) UnloadFont(fm->body_font); if (fm->inv_font.texture.id != 0) UnloadFont(fm->inv_font); memset(fm, 0, sizeof(FontManager)); } static void draw_text_hud(Font f, const char *text, float x, float y, int size, float spacing, Color c) { if (f.texture.id == 0) return; DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c); } static void draw_text_body(Font f, const char *text, float x, float y, int size, float spacing, Color c) { if (f.texture.id == 0) return; DrawTextEx(f, text, (Vector2){x, y}, (float)size, spacing, c); } static int is_deep_corridor(const Map *map, int x, int y) { if (map->tiles[y][x] != TILE_FLOOR) return 0; int walls_ns = (y > 0 && map->tiles[y - 1][x] == TILE_WALL ? 1 : 0) + (y < MAP_HEIGHT - 1 && map->tiles[y + 1][x] == TILE_WALL ? 1 : 0); int walls_ew = (x > 0 && map->tiles[y][x - 1] == TILE_WALL ? 1 : 0) + (x < MAP_WIDTH - 1 && map->tiles[y][x + 1] == TILE_WALL ? 1 : 0); int is_corridor = (walls_ns >= 2 && walls_ew == 0) || (walls_ew >= 2 && walls_ns == 0); if (!is_corridor) return 0; // A "deep" corridor is surrounded by corridor on all floor sides. // If any floor neighbor is NOT a corridor, this is an entrance/exit. const int dx4[4] = {0, 0, 1, -1}; const int dy4[4] = {1, -1, 0, 0}; for (int i = 0; i < 4; i++) { int nx = x + dx4[i]; int ny = y + dy4[i]; if (nx < 0 || nx >= MAP_WIDTH || ny < 0 || ny >= MAP_HEIGHT) continue; if (map->tiles[ny][nx] != TILE_FLOOR) continue; int nw_ns = (ny > 0 && map->tiles[ny - 1][nx] == TILE_WALL ? 1 : 0) + (ny < MAP_HEIGHT - 1 && map->tiles[ny + 1][nx] == TILE_WALL ? 1 : 0); int nw_ew = (nx > 0 && map->tiles[ny][nx - 1] == TILE_WALL ? 1 : 0) + (nx < MAP_WIDTH - 1 && map->tiles[ny][nx + 1] == TILE_WALL ? 1 : 0); int neighbor_is_corridor = (nw_ns >= 2 && nw_ew == 0) || (nw_ew >= 2 && nw_ns == 0); if (!neighbor_is_corridor) return 0; } return 1; } static Color color_lerp(Color a, Color b, float t) { return (Color){(unsigned char)(a.r + (int)((b.r - a.r) * t)), (unsigned char)(a.g + (int)((b.g - a.g) * t)), (unsigned char)(a.b + (int)((b.b - a.b) * t)), (unsigned char)(a.a + (int)((b.a - a.a) * t))}; } static float light_factor_from_brightness(int brightness) { float base_light = brightness > 0 ? AMBIENT_LIGHT_FACTOR : REMEMBERED_LIGHT_FACTOR; return base_light + (1.0f - base_light) * powf((float)brightness / 255.0f, LIGHT_EXPONENT); } static int sample_light(const Map *map, int tx, int ty, int sx, int sy) { int base_x = tx * SUB_TILE_RES + sx; int base_y = ty * SUB_TILE_RES + sy; int sum = 0; int count = 0; for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { int x = base_x + dx; int y = base_y + dy; if (x < 0 || y < 0 || x >= MAP_WIDTH * SUB_TILE_RES || y >= MAP_HEIGHT * SUB_TILE_RES) continue; sum += map->light_map[y][x]; count++; } } return count > 0 ? sum / count : 0; } static Color tint_for_light(const Map *map, int tx, int ty, int sx, int sy, int is_opaque, float dim) { float factor = light_factor_from_brightness(sample_light(map, tx, ty, sx, sy)) * dim; if (is_opaque) factor = AMBIENT_LIGHT_FACTOR + 0.92f * factor; int value = (int)(255.0f * factor); if (value > 255) value = 255; return (Color){(unsigned char)value, (unsigned char)value, (unsigned char)value, 255}; } static void draw_lit_texture_tile(const Map *map, const Tileset *tileset, Rectangle src, Rectangle dst, int tx, int ty, int is_opaque, float dim) { const int parts = 4; float src_w = src.width / (float)parts; float src_h = src.height / (float)parts; float dst_w = dst.width / (float)parts; float dst_h = dst.height / (float)parts; for (int py = 0; py < parts; py++) { for (int px = 0; px < parts; px++) { int sx = (px * SUB_TILE_RES) / parts + SUB_TILE_RES / (parts * 2); int sy = (py * SUB_TILE_RES) / parts + SUB_TILE_RES / (parts * 2); Rectangle s = {src.x + src_w * px, src.y + src_h * py, src_w, src_h}; Rectangle d = {dst.x + dst_w * px, dst.y + dst_h * py, dst_w + 0.5f, dst_h + 0.5f}; DrawTexturePro(tileset->atlas, s, d, (Vector2){0, 0}, 0.0f, tint_for_light(map, tx, ty, sx, sy, is_opaque, dim)); } } } void render_map(const Map *map, const Tileset *tileset) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle dst = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; int remembered = map->remembered[y][x]; int brightness = tile_brightness(map, x, y); if (!remembered) { DrawRectangleRec(dst, (Color){5, 5, 10, 255}); continue; } float light_factor = light_factor_from_brightness(brightness); if (is_deep_corridor(map, x, y)) light_factor *= 0.82f; int tile_id = -1; switch (map->tiles[y][x]) { case TILE_WALL: tile_id = TILE_WALL_0 + ((x * 7 + y * 13) % 2); break; case TILE_FLOOR: tile_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); break; case TILE_STAIRS: tile_id = TILE_STAIRS_SPRITE; break; case TILE_DOOR_CLOSED: tile_id = TILE_DOOR_CLOSED_SPRITE; break; case TILE_DOOR_OPEN: tile_id = TILE_DOOR_OPEN_SPRITE; break; case TILE_DOOR_RUINED: tile_id = TILE_DOOR_OPEN_SPRITE; break; case TILE_RUBBLE: case TILE_SHALLOW_WATER: tile_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); break; case TILE_STATUE: tile_id = TILE_WALL_0 + ((x * 7 + y * 13) % 2); break; } int is_door = (map->tiles[y][x] == TILE_DOOR_CLOSED || map->tiles[y][x] == TILE_DOOR_OPEN); int tile_drawn = 0; int decor_base_drawn = 0; // Draw floor underneath doors using tileset if available, so the // floor matches adjacent tiles if (is_door && tileset != NULL && tileset->finalized) { int floor_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); Rectangle floor_src = tileset_get_region(tileset, floor_id); if (floor_src.width > 0) { draw_lit_texture_tile(map, tileset, floor_src, dst, x, y, 0, 1.0f); tile_drawn = 1; } } int is_decor = map->tiles[y][x] == TILE_RUBBLE || map->tiles[y][x] == TILE_SHALLOW_WATER || map->tiles[y][x] == TILE_STATUE; if (tile_id >= 0 && tileset != NULL && tileset->finalized && !is_door && !is_decor) { Rectangle src = tileset_get_region(tileset, tile_id); if (src.width > 0) { int is_opaque = (map->tiles[y][x] == TILE_WALL || map->tiles[y][x] == TILE_STATUE); draw_lit_texture_tile(map, tileset, src, dst, x, y, is_opaque, is_deep_corridor(map, x, y) ? 0.82f : 1.0f); tile_drawn = 1; } } if (is_decor && tileset != NULL && tileset->finalized) { int base_id = TILE_FLOOR_0 + ((x * 7 + y * 13) % 4); Rectangle src = tileset_get_region(tileset, base_id); if (src.width > 0) { draw_lit_texture_tile(map, tileset, src, dst, x, y, 0, 1.0f); decor_base_drawn = 1; } } if (!tile_drawn || is_door) { Color wall_color = color_lerp((Color){42, 42, 52, 255}, DARKGRAY, light_factor); Color floor_color = color_lerp((Color){32, 32, 42, 255}, BLACK, light_factor); Color stairs_color = color_lerp((Color){85, 80, 70, 255}, (Color){180, 160, 100, 255}, light_factor); Color door_color = color_lerp((Color){38, 34, 30, 255}, (Color){120, 92, 58, 255}, light_factor); Color door_handle_color = color_lerp((Color){42, 38, 32, 255}, (Color){145, 122, 82, 255}, light_factor); int is_currently_lit = brightness > 0; if (is_door && !is_currently_lit) { door_color = (Color){30, 27, 24, 255}; door_handle_color = (Color){34, 31, 27, 255}; } switch (map->tiles[y][x]) { case TILE_WALL: DrawRectangleRec(dst, wall_color); break; case TILE_FLOOR: DrawRectangleRec(dst, floor_color); // Grid lines if (DRAW_GRID_LINES && light_factor > 0.05f) { DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80}); } break; case TILE_STAIRS: DrawRectangleRec(dst, stairs_color); // Make stairs very visible with bright symbol and bounce { int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f); if (light_factor > 0.05f) DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255}); else DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255}); } break; case TILE_DOOR_CLOSED: case TILE_DOOR_OPEN: { // Determine door orientation by adjacent walls int wall_n = (y > 0 && map->tiles[y - 1][x] == TILE_WALL); int wall_s = (y < MAP_HEIGHT - 1 && map->tiles[y + 1][x] == TILE_WALL); int wall_e = (x < MAP_WIDTH - 1 && map->tiles[y][x + 1] == TILE_WALL); int wall_w = (x > 0 && map->tiles[y][x - 1] == TILE_WALL); int is_vertical = (wall_n && wall_s) || (!(wall_e && wall_w) && (wall_e || wall_w)); // Animation progress: 0=fully closed, 1=fully open float t = 0.0f; if (map->door_anim_timer[y][x] > 0) { float progress = 1.0f - (float)map->door_anim_timer[y][x] / DOOR_ANIM_FRAMES; t = map->door_anim_target[y][x] ? progress : (1.0f - progress); } else { t = (map->tiles[y][x] == TILE_DOOR_OPEN) ? 1.0f : 0.0f; } if (!tile_drawn) DrawRectangleRec(dst, floor_color); if (is_vertical) { // Vertical door: swings left/right toward approaching wall int open_dir = map->door_open_from[y][x]; int swing_to_left = 0; if (open_dir == 2) swing_to_left = 1; // approached from E, swing W (left) else if (open_dir == 3) swing_to_left = 0; // approached from W, swing E (right) else swing_to_left = (x % 2 == 0); // deterministic fallback int closed_x = x * TILE_SIZE + 7; // center int open_x = swing_to_left ? x * TILE_SIZE + 1 : x * TILE_SIZE + 13; int px = (int)(closed_x + (open_x - closed_x) * t); int alpha = (int)(255 * (1.0f - t * 0.45f)); if (!is_currently_lit) alpha = (int)(alpha * 0.55f); int width = (int)(2 + (1 - t)); // 2px closed, 1px open Color panel_color = door_color; panel_color.a = alpha; DrawRectangle(px, y * TILE_SIZE + 1, width, TILE_SIZE - 2, panel_color); if (t < 0.5f && is_currently_lit) { int hx = px + (swing_to_left ? -1 : width + 1); Color handle_color = door_handle_color; handle_color.a = alpha; DrawRectangle(hx, y * TILE_SIZE + 6, 1, 2, handle_color); } } else { // Horizontal door: swings up/down toward approaching wall int open_dir = map->door_open_from[y][x]; int swing_up = 0; if (open_dir == 0) swing_up = 1; // approached from N, swing S (down) else if (open_dir == 1) swing_up = 0; // approached from S, swing N (up) else swing_up = (y % 2 == 0); // deterministic fallback int closed_y = y * TILE_SIZE + 7; // center int open_y = swing_up ? y * TILE_SIZE + 1 : y * TILE_SIZE + 13; int py = (int)(closed_y + (open_y - closed_y) * t); int alpha = (int)(255 * (1.0f - t * 0.45f)); if (!is_currently_lit) alpha = (int)(alpha * 0.55f); int height = (int)(2 + (1 - t)); // 2px closed, 1px open Color panel_color = door_color; panel_color.a = alpha; DrawRectangle(x * TILE_SIZE + 1, py, TILE_SIZE - 2, height, panel_color); if (t < 0.5f && is_currently_lit) { int hy = py + (swing_up ? -1 : height + 1); Color handle_color = door_handle_color; handle_color.a = alpha; DrawRectangle(x * TILE_SIZE + 6, hy, 2, 1, handle_color); } } break; } case TILE_DOOR_RUINED: DrawRectangleRec(dst, (Color){60, 45, 30, 255}); if (light_factor > 0.05f) { DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200}); DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2, (Color){120, 90, 60, 255}); DrawLine(x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + 2, x * TILE_SIZE + 2, y * TILE_SIZE + TILE_SIZE - 2, (Color){120, 90, 60, 255}); } break; case TILE_RUBBLE: if (!decor_base_drawn) DrawRectangleRec(dst, floor_color); if (light_factor > 0.05f) { Color stone = color_lerp((Color){54, 50, 46, 255}, (Color){126, 118, 102, 255}, light_factor); Color light = color_lerp((Color){72, 68, 60, 255}, (Color){166, 156, 132, 255}, light_factor); Color dark = color_lerp((Color){22, 20, 19, 255}, (Color){67, 60, 52, 255}, light_factor); int ox = x * TILE_SIZE; int oy = y * TILE_SIZE; DrawRectangle(ox + 3, oy + 12, 10, 2, (Color){0, 0, 0, 55}); DrawRectangle(ox + 5, oy + 7, 5, 5, dark); DrawRectangle(ox + 6, oy + 6, 5, 5, stone); DrawLine(ox + 6, oy + 6, ox + 10, oy + 6, light); DrawRectangle(ox + 2, oy + 10, 5, 3, dark); DrawRectangle(ox + 3, oy + 9, 5, 3, stone); DrawPixel(ox + 4, oy + 9, light); DrawRectangle(ox + 10, oy + 10, 4, 3, dark); DrawRectangle(ox + 10, oy + 9, 4, 3, stone); DrawPixel(ox + 12, oy + 9, light); DrawPixel(ox + 5, oy + 13, stone); DrawPixel(ox + 12, oy + 13, stone); } break; case TILE_SHALLOW_WATER: if (!decor_base_drawn) DrawRectangleRec(dst, floor_color); if (light_factor > 0.05f) { Color water = color_lerp((Color){12, 30, 39, 165}, (Color){36, 94, 116, 175}, light_factor); Color edge = color_lerp((Color){7, 18, 24, 170}, (Color){23, 62, 76, 180}, light_factor); Color glint = color_lerp((Color){48, 91, 105, 130}, (Color){128, 184, 196, 155}, light_factor); int shimmer = (int)(sinf(GetTime() * 2.0f + (float)(x + y)) * 10.0f); int ox = x * TILE_SIZE; int oy = y * TILE_SIZE; DrawRectangle(ox + 3, oy + 5, 10, 7, water); DrawRectangle(ox + 4, oy + 4, 8, 1, water); DrawRectangle(ox + 4, oy + 12, 8, 1, edge); DrawPixel(ox + 2, oy + 7, edge); DrawPixel(ox + 13, oy + 9, edge); glint.a = (unsigned char)(glint.a + shimmer); DrawLine(ox + 5, oy + 7, ox + 10, oy + 7, glint); DrawLine(ox + 7, oy + 10, ox + 12, oy + 10, glint); } break; case TILE_STATUE: if (!decor_base_drawn) DrawRectangleRec(dst, floor_color); if (light_factor > 0.05f) { Color stone = color_lerp((Color){52, 52, 56, 255}, (Color){142, 138, 128, 255}, light_factor); Color shade = color_lerp((Color){22, 22, 26, 255}, (Color){68, 66, 64, 255}, light_factor); Color light = color_lerp((Color){78, 78, 82, 255}, (Color){176, 170, 150, 255}, light_factor); int ox = x * TILE_SIZE; int oy = y * TILE_SIZE; DrawRectangle(ox + 3, oy + 12, 10, 2, (Color){0, 0, 0, 70}); DrawRectangle(ox + 4, oy + 11, 8, 3, shade); DrawRectangle(ox + 5, oy + 10, 6, 2, stone); DrawRectangle(ox + 5, oy + 5, 6, 6, shade); DrawRectangle(ox + 6, oy + 4, 5, 6, stone); DrawRectangle(ox + 5, oy + 7, 1, 3, shade); DrawRectangle(ox + 11, oy + 7, 1, 3, shade); DrawRectangle(ox + 6, oy + 2, 4, 3, stone); DrawRectangle(ox + 7, oy + 1, 2, 1, light); DrawPixel(ox + 7, oy + 6, light); DrawPixel(ox + 9, oy + 6, shade); DrawLine(ox + 6, oy + 10, ox + 10, oy + 10, light); } break; } } // Wall base shadow: dark strip at bottom of wall tiles if (map->tiles[y][x] == TILE_WALL && brightness > 0) { int shadow_alpha = (int)(60.0f * ((float)brightness / 255.0f)); DrawRectangle(dst.x, dst.y + dst.height - 2, dst.width, 2, (Color){0, 0, 0, shadow_alpha}); } } } } void render_player(const Player *p, const Tileset *tileset, int frame_counter) { Rectangle dst = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; int cx = p->position.x * TILE_SIZE + TILE_SIZE / 2; int cy = p->position.y * TILE_SIZE + TILE_SIZE / 2; DrawEllipse(cx, cy + 5, 6.0f, 3.0f, (Color){0, 0, 0, 60}); if (tileset != NULL && tileset->finalized) { int tile_id = p->sprite_tile_id; switch (p->anim_state) { case PLAYER_ANIM_WALK: tile_id = (p->anim_frame == 0) ? SPRITE_PLAYER_WALK_0 : SPRITE_PLAYER_WALK_1; break; case PLAYER_ANIM_ATTACK: tile_id = SPRITE_PLAYER_ATTACK; break; default: // Idle breathing: subtle bob every 60 frames if ((frame_counter / 30) % 2 == 0) { dst.y -= 1; } tile_id = p->sprite_tile_id; break; } Rectangle src = tileset_get_region(tileset, tile_id); if (src.width > 0) { // Flip horizontally if facing left if (!p->facing_right) { src.width = -src.width; } DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); // Draw status effect overlays for (int e = 0; e < p->effect_count && e < MAX_EFFECTS; e++) { if (p->effects[e].duration > 0) { int effect_tile = -1; switch (p->effects[e].type) { case EFFECT_BURN: effect_tile = SPRITE_EFFECT_BURN; break; case EFFECT_POISON: effect_tile = SPRITE_EFFECT_POISON; break; default: break; } if (effect_tile >= 0) { Rectangle eff_src = tileset_get_region(tileset, effect_tile); if (eff_src.width > 0) { Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8}; DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180}); } } } } // Damage flash overlay if (p->flash_timer > 0) { DrawRectangleRec(dst, (Color){255, 0, 0, 128}); } return; } } // Fallback to solid color DrawRectangleRec(dst, BLUE); if (p->flash_timer > 0) { DrawRectangleRec(dst, (Color){255, 0, 0, 128}); } } void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; if (!is_tile_revealed(map, enemies[i].position.x, enemies[i].position.y)) continue; Rectangle dst = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; // Select animation frame based on sprite_tile_id base int base_tile = enemies[i].sprite_tile_id; int tile_id; if (enemies[i].anim_state == ENEMY_ANIM_WALK) { tile_id = (enemies[i].anim_frame == 0) ? base_tile + 1 : base_tile + 2; } else if (enemies[i].anim_state == ENEMY_ANIM_ATTACK) { tile_id = base_tile + 3; } else if (enemies[i].anim_state == ENEMY_ANIM_IDLE) { // Idle breathing: subtle bob every 60 frames if ((frame_counter / 30) % 2 == 0) { dst.y -= 1; } tile_id = base_tile; } else { tile_id = base_tile; } if (tile_id >= 0 && tileset != NULL && tileset->finalized) { Rectangle src = tileset_get_region(tileset, tile_id); if (src.width > 0) { // Flip horizontally if facing left if (!enemies[i].facing_right) { src.width = -src.width; } DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); // Draw status effect overlays for (int e = 0; e < enemies[i].effect_count && e < MAX_EFFECTS; e++) { if (enemies[i].effects[e].duration > 0) { int effect_tile = -1; switch (enemies[i].effects[e].type) { case EFFECT_BURN: effect_tile = SPRITE_EFFECT_BURN; break; case EFFECT_POISON: effect_tile = SPRITE_EFFECT_POISON; break; default: break; } if (effect_tile >= 0) { Rectangle eff_src = tileset_get_region(tileset, effect_tile); if (eff_src.width > 0) { Rectangle eff_dst = {dst.x + 8, dst.y + 8, 8, 8}; DrawTexturePro(tileset->atlas, eff_src, eff_dst, (Vector2){0, 0}, 0.0f, (Color){255, 255, 255, 180}); } } } } // Enemy alert overlay (yellow tint when alert) if (enemies[i].alert) { DrawRectangleRec(dst, (Color){255, 255, 0, 30}); } } } else { // Fallback to solid colors Color enemy_color; switch (enemies[i].type) { case ENEMY_GOBLIN: enemy_color = COLOR_ENEMY_GOBLIN; break; case ENEMY_SKELETON: enemy_color = COLOR_ENEMY_SKELETON; break; case ENEMY_ORC: enemy_color = COLOR_ENEMY_ORC; break; default: enemy_color = RED; break; } DrawRectangleRec(dst, enemy_color); if (enemies[i].alert) { DrawRectangleRec(dst, (Color){255, 255, 0, 30}); } } // Draw hp bar above enemy, color-coded by health remaining int hp_pixels = (enemies[i].max_hp > 0) ? (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp : 0; if (hp_pixels > 0) { float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp; Color bar_color; if (hp_ratio > 0.5f) bar_color = (Color){60, 180, 60, 255}; // green else if (hp_ratio > 0.25f) bar_color = (Color){200, 180, 40, 255}; // yellow else bar_color = (Color){200, 60, 60, 255}; // red Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4), (float)hp_pixels, 3}; DrawRectangleRec(hp_bar, bar_color); } } } void render_items(const Item *items, int count, const Map *map, const Tileset *tileset) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; if (!is_tile_revealed(map, items[i].x, items[i].y)) continue; Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; int tile_id = items[i].sprite_tile_id; if (tile_id >= 0 && tileset != NULL && tileset->finalized) { Rectangle src = tileset_get_region(tileset, tile_id); if (src.width > 0) { DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, WHITE); } } else { // Fallback to solid colors Color item_color; switch (items[i].type) { case ITEM_POTION: item_color = COLOR_ITEM_POTION; break; case ITEM_WEAPON: item_color = COLOR_ITEM_WEAPON; break; case ITEM_ARMOR: item_color = COLOR_ITEM_ARMOR; break; default: item_color = GREEN; break; } DrawRectangleRec(dst, item_color); } } } void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm) { // HUD Panel const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_height = 60; const Color hud_bg = {20, 18, 22, 255}; // dark bluish to separate from map 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 // Main HUD background with border Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; DrawRectangleRec(ui_bg, hud_bg); // Subtle shadow separating HUD from game view DrawLine(0, hud_y - 1, SCREEN_WIDTH, hud_y - 1, (Color){0, 0, 0, 80}); 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}); // after portrait + HP bar 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}); // after stats DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); int portrait_x = 8; int portrait_y = hud_y + 8; int portrait_size = 44; // 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 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 // Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE); draw_text_hud(fm->hud_font, "HP", (float)bar_x, (float)bar_y - 17, BIG_FONT, NAR_CHAR_SPACE, 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}); // 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}; } else if (hp_percent > 0.3f) { hp_color = (Color){200, 180, 40, 255}; } else { hp_color = (Color){200, 60, 60, 255}; } if (fill_width > 0) { DrawRectangle(bar_x + 1, bar_y + 1, fill_width - 2, bar_height - 2, hp_color); } // HP text, centered in 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, MEDIUM_FONT); draw_text_hud(fm->hud_font, hp_text, (float)bar_x + (bar_width - hp_text_w) / 2.0f, (float)bar_y + 2, MEDIUM_FONT, SMALL_CHAR_SPACE, WHITE); // Status effects int effect_x = bar_x; int effect_y = bar_y + bar_height + 5; for (int i = 0; i < p->effect_count && i < MAX_EFFECTS; i++) { Color eff_color; const char *eff_label = ""; switch (p->effects[i].type) { case EFFECT_POISON: eff_color = (Color){50, 200, 50, 255}; eff_label = "PSN"; break; case EFFECT_BLEED: eff_color = (Color){200, 50, 50, 255}; eff_label = "BLD"; break; case EFFECT_STUN: eff_color = (Color){200, 200, 50, 255}; eff_label = "STN"; break; case EFFECT_WEAKEN: eff_color = (Color){120, 120, 120, 255}; eff_label = "WKN"; break; case EFFECT_BURN: eff_color = (Color){230, 130, 30, 255}; eff_label = "BRN"; break; default: continue; } if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); draw_text_hud(fm->hud_font, eff_text, (float)effect_x, (float)effect_y, SMALL_FONT, NAR_CHAR_SPACE, eff_color); effect_x += 28; } } 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); draw_text_hud(fm->hud_font, floor_text, (float)stats_x, (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, text_bright); draw_text_hud(fm->hud_font, "Floor", (float)stats_x, (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, text_dim); // ATK char atk_text[16]; snprintf(atk_text, sizeof(atk_text), "%d", p->attack); draw_text_hud(fm->hud_font, atk_text, (float)(stats_x + stat_spacing), (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, YELLOW); draw_text_hud(fm->hud_font, "ATK", (float)(stats_x + stat_spacing), (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, text_dim); // DEF char def_text[16]; snprintf(def_text, sizeof(def_text), "%d", p->defense); draw_text_hud(fm->hud_font, def_text, (float)(stats_x + stat_spacing * 2), (float)stats_y, LARGE_FONT, NORM_CHAR_SPACE, (Color){100, 150, 255, 255}); draw_text_hud(fm->hud_font, "DEF", (float)(stats_x + stat_spacing * 2), (float)stats_y + 16, NORM_FONT, NAR_CHAR_SPACE, text_dim); int equip_x = section2_end + 15; int equip_y = hud_y + 8; // Weapon slot draw_text_hud(fm->hud_font, "WEAPON", (float)equip_x, (float)equip_y, MEDIUM_FONT, NAR_CHAR_SPACE, 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)); draw_text_hud(fm->hud_font, weapon_text, (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE, (Color){255, 220, 100, 255}); } } else { draw_text_hud(fm->hud_font, "None [IMP]", (float)equip_x, (float)equip_y + 11, SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); } // Armor slot draw_text_hud(fm->hud_font, "ARMOR", (float)equip_x, (float)equip_y + 26, MEDIUM_FONT, NAR_CHAR_SPACE, 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); draw_text_hud(fm->hud_font, armor_text, (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE, (Color){100, 150, 255, 255}); } } else { draw_text_hud(fm->hud_font, "None", (float)equip_x, (float)equip_y + 37, SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 75, 70, 255}); } int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; draw_text_hud(fm->hud_font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (float)ctrl_x, (float)ctrl_y, MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255}); draw_text_hud(fm->hud_font, "[E] Equip [D] Drop [Q] Quit", (float)ctrl_x, (float)ctrl_y + 16, MEDIUM_FONT, MED_CHAR_SPACE, (Color){139, 119, 89, 255}); // 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, SMALL_FONT); draw_text_hud(fm->hud_font, inv_text, (float)SCREEN_WIDTH - inv_width - 10, (float)hud_y + 5, SMALL_FONT, NAR_CHAR_SPACE, GREEN); } void render_action_log(const char log[5][128], int count, int head, const FontManager *fm) { // Roguelike scroll/log panel styling const int log_width = 250; const int log_height = 90; const int log_x = 2; const int log_y = MAP_HEIGHT * TILE_SIZE - log_height - 5; const Color log_bg = {15, 12, 10, 230}; // dark parchment const Color log_border = {100, 85, 65, 255}; // bronze border const Color log_border_dark = {60, 50, 40, 255}; // shadow // Background panel with border Rectangle log_rect = {(float)log_x, (float)log_y, (float)log_width, (float)log_height}; DrawRectangleRec(log_rect, log_bg); DrawRectangleLines(log_x, log_y, log_width, log_height, log_border); // Inner shadow line DrawLine(log_x + 1, log_y + log_height - 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark); DrawLine(log_x + log_width - 1, log_y + 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark); // Title bar DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); draw_text_hud(fm->hud_font, "MESSAGE LOG", (float)log_x + 8, (float)log_y + 6, MEDIUM_FONT, NAR_CHAR_SPACE, (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); // Log entries int text_x = log_x + 8; int text_start_y = log_y + 28; int line_height = 12; for (int i = 0; i < count && i < 5; i++) { int idx = (head - count + i + 5) % 5; if (log[idx][0] != '\0') { // Fade older messages int age = count - i - 1; Color text_color; if (age == 0) { text_color = (Color){220, 210, 200, 255}; // newest: bright } else if (age == 1) { text_color = (Color){180, 170, 160, 255}; // recent } else if (age == 2) { text_color = (Color){150, 140, 130, 230}; // older } else { text_color = (Color){120, 110, 100, 200}; // oldest: dim } draw_text_hud(fm->hud_font, log[idx], (float)text_x, (float)text_start_y + i * line_height, NORM_FONT, SMALL_CHAR_SPACE, text_color); } } } void render_inventory_overlay(const Player *p, int selected, const FontManager *fm) { // Overlay dimensions int ov_width = 360; int ov_height = 320; 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); Vector2 t_w = MeasureTextEx(fm->inv_font, title, HUGE_FONT, NORM_CHAR_SPACE); draw_text_body(fm->inv_font, title, overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10, HUGE_FONT, NORM_CHAR_SPACE, WHITE); // Draw each inventory slot char slot_text[64]; int row_height = 26; int start_y = (int)overlay.y + 40; 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); draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_CHAR_SPACE, (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); if (name) { 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}; draw_text_body(fm->inv_font, name, overlay.x + 45, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, name_color); } // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); draw_text_body(fm->inv_font, slot_text, overlay.x + 150, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, YELLOW); // Action if (item->type == ITEM_POTION) { draw_text_body(fm->inv_font, "[U]se", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, GREEN); } else { draw_text_body(fm->inv_font, "[E]quip [D]rop", overlay.x + 200, (float)y_pos + 4, NORM_FONT, SMALL_CHAR_SPACE, GOLD); } } else { // Empty slot snprintf(slot_text, sizeof(slot_text), "%d.", i + 1); draw_text_body(fm->inv_font, slot_text, overlay.x + 16, (float)y_pos + 4, MEDIUM_FONT, SMALL_CHAR_SPACE, (Color){40, 40, 40, 255}); } } // Instructions at bottom const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close"; Vector2 hint_w = MeasureTextEx(fm->inv_font, hint, SMALL_FONT, NAR_CHAR_SPACE); draw_text_body(fm->inv_font, hint, overlay.x + (overlay.width - hint_w.x) / 2.0f, overlay.y + overlay.height - 22, SMALL_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255}); } static Color label_color(FloatingText *ft, int alpha) { if (ft->label == LABEL_NONE) return FLOAT_DAMAGE; // numeric damage default switch (ft->label) { case LABEL_DODGE: return FLOAT_DODGE; case LABEL_BLOCK: return FLOAT_BLOCK; case LABEL_CRIT: return FLOAT_CRIT; case LABEL_SLAIN: return FLOAT_SLAIN; case LABEL_PROC: // Proc label, color driven by effect_type stored in the struct switch (ft->effect_type) { case EFFECT_POISON: return (Color){50, 200, 50, alpha}; case EFFECT_BLEED: return (Color){200, 50, 50, alpha}; case EFFECT_BURN: return (Color){230, 130, 30, alpha}; case EFFECT_STUN: return (Color){200, 200, 50, alpha}; case EFFECT_WEAKEN: return (Color){120, 120, 120, alpha}; default: return FLOAT_DEFAULT; } default: return FLOAT_DAMAGE; } } static const char *label_text(FloatingLabel label) { switch (label) { case LABEL_DODGE: return "DODGE"; case LABEL_BLOCK: return "BLOCK"; case LABEL_CRIT: return "CRIT!"; case LABEL_SLAIN: return "SLAIN"; case LABEL_PROC: return "PROC"; default: return ""; } } static int label_font_size(FloatingLabel label) { return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL; } 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; 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; int a = (int)(255 * alpha); if (texts[i].label != LABEL_NONE) { // Label text (DODGE, BLOCK, CRIT!, SLAIN, or PROC) // CRIT! gets larger font size int font_size = label_font_size(texts[i].label); Color color = label_color(&texts[i], a); const char *text = label_text(texts[i].label); 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); 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); } } } static void draw_stat_line(Font f, char *line_buf, size_t line_buf_size, const char *label, int value, int x, int y, int font_size, int label_value_gap, Color label_color, Color value_color) { draw_text_body(f, label, (float)x, (float)y, font_size, NORM_CHAR_SPACE, label_color); Vector2 label_size = MeasureTextEx(f, label, (float)font_size, NORM_CHAR_SPACE); snprintf(line_buf, line_buf_size, "%d", value); draw_text_body(f, line_buf, (float)x + (int)label_size.x + label_value_gap, (float)y, font_size, NORM_CHAR_SPACE, value_color); } void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, int times_hit, int potions, int floors, int turns, int score, unsigned int seed, const FontManager *fm) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); // Title const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; int title_font_size = HUGE_FONT; Color title_color = is_victory ? GOLD : RED; int title_width = MeasureText(title, title_font_size); draw_text_body(fm->title_font, title, (float)(SCREEN_WIDTH - title_width) / 2.0f, 30.0f, title_font_size, NORM_CHAR_SPACE, title_color); char line[64]; int line_height = 24; int label_value_gap = 10; int col_padding = 40; Color label_color = LIGHTGRAY; Color value_color = WHITE; // Stats box const char *all_labels[] = {"Kills:", "Items:", "Damage Dealt:", "Damage Taken:", "Crits:", "Times Hit:", "Potions:", "Floors:", "Turns:", "SCORE:", "SEED:"}; float max_label_width = 0.0f; for (size_t i = 0; i < sizeof(all_labels) / sizeof(all_labels[0]); i++) { Vector2 sz = MeasureTextEx(fm->body_font, all_labels[i], (float)LARGE_FONT, NORM_CHAR_SPACE); if (sz.x > max_label_width) max_label_width = sz.x; } // Estimate max value width (5 digits + padding) to accommodate large scores/damage float max_value_width = MeasureTextEx(fm->body_font, "99999", (float)LARGE_FONT, NORM_CHAR_SPACE).x; // Stats content float col_width = max_label_width + label_value_gap + max_value_width + col_padding; int box_w = (int)(col_width * 2.0f) + 40; // two columns + margins int box_h = 350; int box_x = (SCREEN_WIDTH - box_w) / 2; int box_y = 110; DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); int col1_x = box_x + 20; int col2_x = box_x + 20 + (int)col_width; // Column 2 int row_y = box_y + 20; // Column 1 draw_stat_line(fm->body_font, line, sizeof(line), "Kills:", kills, col1_x, row_y, LARGE_FONT, label_value_gap, label_color, value_color); row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Items:", items, col1_x, row_y, LARGE_FONT, label_value_gap, label_color, value_color); row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Damage Dealt:", damage_dealt, col1_x, row_y, LARGE_FONT, label_value_gap, label_color, value_color); row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Damage Taken:", damage_taken, col1_x, row_y, LARGE_FONT, label_value_gap, label_color, value_color); row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Crits:", crits, col1_x, row_y, LARGE_FONT, label_value_gap, label_color, value_color); row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Times Hit:", times_hit, col1_x, row_y, LARGE_FONT, label_value_gap, label_color, value_color); row_y += line_height; int col2_row_y = box_y + 20; draw_stat_line(fm->body_font, line, sizeof(line), "Potions:", potions, col2_x, col2_row_y, LARGE_FONT, label_value_gap, label_color, value_color); col2_row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Floors:", floors, col2_x, col2_row_y, LARGE_FONT, label_value_gap, label_color, value_color); col2_row_y += line_height; draw_stat_line(fm->body_font, line, sizeof(line), "Turns:", turns, col2_x, col2_row_y, LARGE_FONT, label_value_gap, label_color, value_color); col2_row_y += line_height; // Score: placed below the last row of the longer column (6 items, row_y is already there) row_y += 10; draw_text_body(fm->body_font, "SCORE:", (float)col1_x, (float)row_y, BIG_FONT, NORM_CHAR_SPACE, GOLD); Vector2 score_label_size = MeasureTextEx(fm->body_font, "SCORE:", (float)BIG_FONT, NORM_CHAR_SPACE); snprintf(line, sizeof(line), "%d", score); draw_text_body(fm->body_font, line, (float)col1_x + (int)score_label_size.x + label_value_gap, (float)row_y, BIG_FONT, NORM_CHAR_SPACE, GOLD); row_y += 35; // Seed display draw_text_body(fm->body_font, "SEED:", (float)col1_x, (float)row_y, LARGE_FONT, SMALL_CHAR_SPACE, label_color); Vector2 seed_label_size = MeasureTextEx(fm->body_font, "SEED:", (float)LARGE_FONT, SMALL_CHAR_SPACE); snprintf(line, sizeof(line), "%u", seed); draw_text_body(fm->body_font, line, (float)col1_x + (int)seed_label_size.x + label_value_gap, (float)row_y, LARGE_FONT, SMALL_CHAR_SPACE, END_SEED); // Instructions if (is_victory) { const char *subtitle = "Press R to play again or Q to quit"; int sub_width = MeasureText(subtitle, LARGE_FONT); draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50, LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY); } else { const char *subtitle = "Press R to restart or Q to quit"; int sub_width = MeasureText(subtitle, LARGE_FONT); draw_text_body(fm->body_font, subtitle, (float)(SCREEN_WIDTH - sub_width) / 2.0f, (float)SCREEN_HEIGHT - 50, LARGE_FONT, NORM_CHAR_SPACE, LIGHTGRAY); } } void render_message(const char *message, const FontManager *fm) { if (message == NULL) return; const int font_size = NORM_FONT; const int line_height = font_size + 4; const int padding_x = 20; const int padding_y = 15; const int max_box_width = (int)(SCREEN_WIDTH * 0.75f); const int max_line_width = max_box_width - (padding_x * 2); // Calculate line breaks by iterating through message int line_count = 1; int current_line_width = 0; int longest_line_width = 0; const char *msg_ptr = message; while (*msg_ptr && line_count <= 10) { // Estimate character width (average ~10px for 20pt font) int char_width = 10; current_line_width += char_width; if (current_line_width > max_line_width && *msg_ptr == ' ') { if (current_line_width > longest_line_width) longest_line_width = current_line_width; line_count++; current_line_width = 0; } msg_ptr++; } if (current_line_width > longest_line_width) longest_line_width = current_line_width; // Measure full message Vector2 total_msg_width = MeasureTextEx(fm->body_font, message, font_size, NORM_CHAR_SPACE); int box_width = (int)total_msg_width.x + (padding_x * 2); // If message is too long, use wrapped width if (box_width > max_box_width) { box_width = max_box_width; } // Ensure minimum width if (box_width < 200) box_width = 200; // Calculate box height based on line count int box_height = (line_count * line_height) + (padding_y * 2); // Center the box float box_x = (SCREEN_WIDTH - box_width) / 2.0f; float box_y = (SCREEN_HEIGHT - box_height) / 2.0f; // Draw message box background Rectangle msg_bg = {box_x, box_y, (float)box_width, (float)box_height}; 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}); // Draw text centered int text_x = (SCREEN_WIDTH - (int)total_msg_width.x) / 2; int text_y = (SCREEN_HEIGHT - font_size) / 2; // For wrapped text, draw at box center with padding if (line_count > 1) { text_x = (int)box_x + padding_x; text_y = (int)box_y + padding_y; } draw_text_body(fm->body_font, message, (float)text_x, (float)text_y, font_size, NORM_CHAR_SPACE, WHITE); } void render_seed_display(unsigned int seed) { char seed_text[64]; snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed); const int font_size = TINY_FONT; int text_width = MeasureText(seed_text, font_size); // Position at top right with padding int x = SCREEN_WIDTH - text_width - 10; int y = 5; // Draw with non-obstructive dim text color DrawText(seed_text, x, y, font_size, TEXT_DIM); }