forked from NotAShelf/rogged
Merge pull request 'font: implement TTF font usage' (#19) from amr/rogged:main into main
Reviewed-on: NotAShelf/rogged#19 Reviewed-by: raf <raf@notashelf.dev>
This commit is contained in:
commit
587dbefb2f
8 changed files with 105 additions and 75 deletions
BIN
assets/fonts/Royal_Decree.ttf
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assets/fonts/Royal_Decree.ttf
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assets/fonts/Royal_Decree_Bold.ttf
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assets/fonts/Royal_Decree_Bold.ttf
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assets/fonts/Tomorrow_Night.ttf
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assets/fonts/Tomorrow_Night.ttf
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assets/fonts/spartan_500.ttf
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assets/fonts/spartan_500.ttf
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14
src/main.c
14
src/main.c
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@ -523,7 +523,11 @@ static void game_loop(unsigned int run_seed) {
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GameState gs;
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memset(&gs, 0, sizeof(GameState));
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gs.run_seed = run_seed;
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// load external assets
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// sound
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load_audio_assets(&gs);
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// font
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Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0);
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// Initialize first floor
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init_floor(&gs, 1);
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@ -581,19 +585,19 @@ static void game_loop(unsigned int run_seed) {
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// Floating texts follow world shake
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render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
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render_ui(&gs.player);
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render_ui(&gs.player, &fontTTF);
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// Draw action log
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render_action_log(gs.action_log, gs.log_count, gs.log_head);
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render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF);
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// Draw inventory overlay if active
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if (gs.show_inventory) {
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render_inventory_overlay(&gs.player, gs.inv_selected);
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render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF);
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}
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// Draw message if any
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if (gs.last_message != NULL && gs.message_timer > 0) {
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render_message(gs.last_message);
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render_message(gs.last_message, &fontTTF);
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}
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// Draw persistent seed display in top right
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@ -609,7 +613,7 @@ static void game_loop(unsigned int run_seed) {
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}
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render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
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gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
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gs.final_score, gs.run_seed);
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gs.final_score, gs.run_seed, &fontTTF);
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}
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EndDrawing();
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141
src/render.c
141
src/render.c
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@ -124,7 +124,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_
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}
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}
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void render_ui(const Player *p) {
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void render_ui(const Player *p, Font *font) {
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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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@ -168,7 +168,7 @@ void render_ui(const Player *p) {
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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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DrawTextEx(*font, "HP", (Vector2){bar_x, bar_y - 17}, BIG_FONT, NAR_CHAR_SPACE, 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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@ -193,8 +193,9 @@ void render_ui(const Player *p) {
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// HP text, centered in bar
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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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int hp_text_w = MeasureText(hp_text, 12);
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DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT,
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SMALL_CHAR_SPACE, WHITE);
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// Status effects
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int effect_x = bar_x;
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@ -229,7 +230,7 @@ void render_ui(const Player *p) {
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if (p->effects[i].duration > 0) {
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char eff_text[16];
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snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
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DrawText(eff_text, effect_x, effect_y, 9, eff_color);
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DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
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effect_x += 28;
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}
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}
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@ -241,65 +242,68 @@ void render_ui(const Player *p) {
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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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DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright);
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DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
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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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DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW);
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DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, 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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DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE,
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(Color){100, 150, 255, 255});
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DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, 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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// Weapon slot
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DrawText("WEAPON", equip_x, equip_y, 9, text_dim);
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DrawTextEx(*font, "WEAPON", (Vector2){equip_x, equip_y}, MEDIUM_FONT, NAR_CHAR_SPACE, 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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DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (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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DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (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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DrawTextEx(*font, "ARMOR", (Vector2){equip_x, equip_y + 26}, MEDIUM_FONT, NAR_CHAR_SPACE, 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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DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (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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DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
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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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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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DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT,
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MED_CHAR_SPACE, (Color){139, 119, 89, 255});
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DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, ctrl_y + 16}, MEDIUM_FONT, MED_CHAR_SPACE,
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(Color){139, 119, 89, 255});
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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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DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN);
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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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void render_action_log(const char log[5][128], int count, int head, Font *font) {
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// Roguelike scroll/log panel styling
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const int log_width = 250;
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const int log_height = 90;
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@ -321,7 +325,8 @@ void render_action_log(const char log[5][128], int count, int head) {
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// Title bar
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DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
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DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255});
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DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, log_y + 6}, MEDIUM_FONT, NAR_CHAR_SPACE,
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(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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@ -346,15 +351,15 @@ void render_action_log(const char log[5][128], int count, int head) {
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} else {
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text_color = (Color){120, 110, 100, 200}; // oldest: dim
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}
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DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color);
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DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, 10, NAR_CHAR_SPACE, text_color);
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}
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}
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}
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void render_inventory_overlay(const Player *p, int selected) {
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void render_inventory_overlay(const Player *p, int selected, Font *font) {
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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 = 320;
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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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@ -363,12 +368,14 @@ void render_inventory_overlay(const Player *p, int selected) {
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// Title
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const char *title = "INVENTORY";
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int title_w = MeasureText(title, 24);
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DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE);
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Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE);
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DrawTextEx(*font, title, (Vector2){overlay.x + (overlay.width - t_w.x) / 2, overlay.y + 10}, HUGE_FONT,
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NORM_CHAR_SPACE, WHITE);
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// Draw each inventory slot
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char slot_text[64];
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int row_height = 26;
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int start_y = overlay.y + 50;
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int start_y = overlay.y + 40;
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for (int i = 0; i < MAX_INVENTORY; i++) {
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int y_pos = start_y + (i * row_height);
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@ -385,7 +392,8 @@ void render_inventory_overlay(const Player *p, int selected) {
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// Slot number
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snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
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DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255});
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DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
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(Color){80, 80, 80, 255});
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// Item name
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const char *name = item_get_name(item);
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@ -393,31 +401,31 @@ void render_inventory_overlay(const Player *p, int selected) {
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Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
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: (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
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: (Color){140, 140, 255, 255};
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DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color);
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DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, 14, NORM_CHAR_SPACE, name_color);
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}
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// Power
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snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
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DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW);
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DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, 14, NORM_CHAR_SPACE, YELLOW);
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// Action
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if (item->type == ITEM_POTION) {
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DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN);
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DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GREEN);
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} else {
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DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD);
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DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, 14, NORM_CHAR_SPACE, GOLD);
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}
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} else {
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// Empty slot
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snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
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DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255});
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DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
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(Color){40, 40, 40, 255});
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}
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}
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// Instructions at bottom
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const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
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int hint_w = MeasureText(hint, 12);
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DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12,
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(Color){65, 65, 65, 255});
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Vector2 hint_w = MeasureTextEx(*font, hint, NORM_FONT, NAR_CHAR_SPACE);
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DrawTextEx(*font, hint, (Vector2){overlay.x + (overlay.width - hint_w.x) / 2, overlay.y + overlay.height - 22},
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NORM_FONT, NAR_CHAR_SPACE, (Color){80, 80, 80, 255});
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}
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static Color label_color(FloatingText *ft, int alpha) {
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@ -505,7 +513,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
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}
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void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
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int times_hit, int potions, int floors, int turns, int score, unsigned int seed) {
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int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font) {
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// Semi-transparent overlay
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Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
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DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
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@ -515,7 +523,8 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
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int title_font_size = 60;
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Color title_color = is_victory ? GOLD : RED;
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int title_width = MeasureText(title, title_font_size);
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DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color);
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DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE,
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title_color);
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// Stats box
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int box_x = SCREEN_WIDTH / 2 - 200;
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@ -535,78 +544,80 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
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Color value_color = WHITE;
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// Column 1
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DrawText("Kills:", col1_x, row_y, 18, label_color);
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DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
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snprintf(line, sizeof(line), "%d", kills);
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DrawText(line, col1_x + 80, row_y, 18, value_color);
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DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
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row_y += line_height;
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DrawText("Items:", col1_x, row_y, 18, label_color);
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DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
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snprintf(line, sizeof(line), "%d", items);
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DrawText(line, col1_x + 80, row_y, 18, value_color);
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DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
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row_y += line_height;
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DrawText("Damage Dealt:", col1_x, row_y, 18, label_color);
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DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
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snprintf(line, sizeof(line), "%d", damage_dealt);
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DrawText(line, col1_x + 140, row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawText("Damage Taken:", col1_x, row_y, 18, label_color);
|
||||
DrawTextEx(*font, "Damage Taken:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", damage_taken);
|
||||
DrawText(line, col1_x + 140, row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 140, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawText("Crits:", col1_x, row_y, 18, label_color);
|
||||
DrawTextEx(*font, "Crits:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", crits);
|
||||
DrawText(line, col1_x + 80, row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
DrawText("Times Hit:", col1_x, row_y, 18, label_color);
|
||||
DrawTextEx(*font, "Times Hit:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", times_hit);
|
||||
DrawText(line, col1_x + 80, row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 80, row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
row_y += line_height;
|
||||
|
||||
// Column 2
|
||||
int col2_row_y = box_y + 20;
|
||||
DrawText("Potions:", col2_x, col2_row_y, 18, label_color);
|
||||
DrawTextEx(*font, "Potions:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", potions);
|
||||
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
col2_row_y += line_height;
|
||||
|
||||
DrawText("Floors:", col2_x, col2_row_y, 18, label_color);
|
||||
DrawTextEx(*font, "Floors:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", floors);
|
||||
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, value_color);
|
||||
col2_row_y += line_height;
|
||||
|
||||
DrawText("Turns:", col2_x, col2_row_y, 18, label_color);
|
||||
DrawTextEx(*font, "Turns:", (Vector2){col2_x, col2_row_y}, 18, NORM_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%d", turns);
|
||||
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
|
||||
DrawTextEx(*font, line, (Vector2){col2_x + 80, col2_row_y}, 18, NORM_CHAR_SPACE, 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;
|
||||
DrawText("SCORE:", col1_x, row_y, 22, GOLD);
|
||||
DrawTextEx(*font, "SCORE:", (Vector2){col1_x, row_y}, 22, NORM_CHAR_SPACE, GOLD);
|
||||
snprintf(line, sizeof(line), "%d", score);
|
||||
DrawText(line, col1_x + 90, row_y, 22, GOLD);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 90, col2_row_y}, 22, NORM_CHAR_SPACE, GOLD);
|
||||
row_y += 35;
|
||||
|
||||
// Seed display
|
||||
DrawText("SEED:", col1_x, row_y, 18, label_color);
|
||||
DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color);
|
||||
snprintf(line, sizeof(line), "%u", seed);
|
||||
DrawText(line, col1_x + 60, row_y, 18, END_SEED);
|
||||
DrawTextEx(*font, line, (Vector2){col1_x + 60, row_y}, 18, 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, 20);
|
||||
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY);
|
||||
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
|
||||
LIGHTGRAY);
|
||||
} else {
|
||||
const char *subtitle = "Press R to restart or Q to quit";
|
||||
int sub_width = MeasureText(subtitle, 20);
|
||||
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY);
|
||||
DrawTextEx(*font, subtitle, (Vector2){(SCREEN_WIDTH - sub_width) / 2.0f, SCREEN_HEIGHT - 50}, 20, NORM_CHAR_SPACE,
|
||||
LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
void render_message(const char *message) {
|
||||
void render_message(const char *message, Font *font) {
|
||||
if (message == NULL)
|
||||
return;
|
||||
|
||||
|
|
@ -675,7 +686,7 @@ void render_message(const char *message) {
|
|||
text_y = (int)box_y + padding_y;
|
||||
}
|
||||
|
||||
DrawText(message, text_x, text_y, font_size, WHITE);
|
||||
DrawTextEx(*font, message, (Vector2){text_x, text_y}, font_size, NORM_CHAR_SPACE, WHITE);
|
||||
}
|
||||
|
||||
void render_seed_display(unsigned int seed) {
|
||||
|
|
|
|||
10
src/render.h
10
src/render.h
|
|
@ -88,23 +88,23 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
|
|||
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]);
|
||||
|
||||
// Render UI overlay
|
||||
void render_ui(const Player *p);
|
||||
void render_ui(const Player *p, Font *font);
|
||||
|
||||
// Render action log (bottom left corner)
|
||||
void render_action_log(const char log[5][128], int count, int head);
|
||||
void render_action_log(const char log[5][128], int count, int head, Font *font);
|
||||
|
||||
// Render inventory selection overlay
|
||||
void render_inventory_overlay(const Player *p, int selected);
|
||||
void render_inventory_overlay(const Player *p, int selected, Font *font);
|
||||
|
||||
// Render floating damage text
|
||||
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y);
|
||||
|
||||
// Render end screen (victory or death) with stats breakdown
|
||||
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);
|
||||
int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font);
|
||||
|
||||
// Render a message popup
|
||||
void render_message(const char *message);
|
||||
void render_message(const char *message, Font *font);
|
||||
|
||||
// Render seed display at top right of screen
|
||||
void render_seed_display(unsigned int seed);
|
||||
|
|
|
|||
|
|
@ -8,6 +8,21 @@
|
|||
#define SCREEN_WIDTH (MAP_WIDTH * TILE_SIZE)
|
||||
#define SCREEN_HEIGHT (MAP_HEIGHT * TILE_SIZE)
|
||||
|
||||
// Font constants
|
||||
#define NORM_CHAR_SPACE 4.0f
|
||||
#define MED_CHAR_SPACE 2.5f
|
||||
#define SMALL_CHAR_SPACE 1.6f
|
||||
#define NAR_CHAR_SPACE 1.0f
|
||||
#define CRAMPED_CHAR_SPACE 0.5f
|
||||
|
||||
#define TINY_FONT 8
|
||||
#define SMALL_FONT 10
|
||||
#define NORM_FONT 12
|
||||
#define MEDIUM_FONT 14
|
||||
#define LARGE_FONT 18
|
||||
#define BIG_FONT 22
|
||||
#define HUGE_FONT 30
|
||||
|
||||
// Game Limits
|
||||
#define MAX_ENEMIES 64
|
||||
#define MAX_ITEMS 128
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue