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12 commits

Author SHA1 Message Date
raf
5577147496 Merge pull request 'font: fix the popup messages with the new font handling' (#20) from amr/rogged:fontFix1 into main
Reviewed-on: NotAShelf/rogged#20
Reviewed-by: raf <raf@notashelf.dev>
2026-04-11 08:12:48 +00:00
e39f4552db
font: fix the popup messages with the new font handling 2026-04-10 17:07:49 -04:00
raf
587dbefb2f 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>
2026-04-10 17:08:59 +00:00
23e98772ad font: pick a generic temporary font, fix leftover conflict 2026-04-10 17:08:31 +00:00
2500fffe84 font: squash commit into main
Squashed commit of the following:

commit a53942249c82ae8c17bd2f89271430b16a0f9412
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Thu Apr 9 23:59:13 2026 -0400

    font: extensive tweaks, looks much better

commit 64205e137c8e390f309b59c06f97cbdfd722adb0
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Thu Apr 9 12:13:00 2026 -0400

    font: fully implemented font changes to UI, size/spacing need tweaking

commit 901f063696b37700065cc094f7bc22b040f6f682
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Wed Apr 8 09:36:03 2026 -0400

    font: tweak sizes of stats

commit 20f8c71fdf49a2da357081889c46d011e08d0726
Author: A.M. Rowsell <amr@frzn.dev>
Date:   Wed Apr 8 09:28:22 2026 -0400

    render: implement experimental font change, needs work
2026-04-10 17:08:31 +00:00
raf
71a9e5dbfb Merge pull request 'build: move map & rng logic to their own libraries' (#18) from notashelf/push-yrzxvtqkwopk into main
Reviewed-on: NotAShelf/rogged#18
2026-04-10 17:08:21 +00:00
3ab42c3f65
build: don't archive libcombat
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I39a9ff0e253cf277bf4959a16e05fcff6a6a6964
2026-04-10 20:07:29 +03:00
26aa295f82
build: move map & rng logic to their own libraries
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I1802469f3baff4576f61accfb5a197d86a6a6964
2026-04-10 20:07:04 +03:00
raf
702b4258e0 Merge pull request 'map: implement seeded generation; allow passing custom seed' (#17) from notashelf/push-svxosluqnsnp into main
Reviewed-on: NotAShelf/rogged#17
2026-04-10 11:15:44 +00:00
4475e6c276
various: persist seed display; fix seed 0 handling
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I349ed28a792d4de685f8468eddd33a136a6a6964
2026-04-10 14:15:20 +03:00
8bbca55b78
rogged: re-seed on game-over; display seed in game-end screen
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I0178392036902a87b64fde63f5a5f56a6a6a6964
2026-04-10 13:29:50 +03:00
f51b754e76
map: implement seeded generation; allow passing custom seed
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I742b7e59c7ca872539d4ebfe3a03b44f6a6a6964
2026-04-10 11:09:51 +03:00
22 changed files with 357 additions and 183 deletions

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@ -4,8 +4,55 @@ pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
// Zig combat library
const combat_lib = b.addLibrary(.{
const c_flags = [_][]const u8{
"-std=c99",
"-Wall",
"-Wextra",
"-O2",
};
// RNG library
const rng_lib = b.addLibrary(.{
.name = "rng",
.root_module = b.createModule(.{
.target = target,
.optimize = optimize,
.link_libc = true,
}),
});
rng_lib.addCSourceFiles(.{
.files = &[_][]const u8{"libs/rng/rng.c"},
.flags = &c_flags,
});
rng_lib.addIncludePath(b.path("libs/rng"));
// Map library
const map_lib = b.addLibrary(.{
.name = "map",
.root_module = b.createModule(.{
.target = target,
.optimize = optimize,
.link_libc = true,
}),
});
map_lib.addCSourceFiles(.{
.files = &[_][]const u8{
"libs/map/map.c",
"libs/map/utils.c",
},
.flags = &c_flags,
});
// map.h includes common.h and settings.h which live in src/
map_lib.addIncludePath(b.path("src"));
// map.c includes rng/rng.h via libs/ root
map_lib.addIncludePath(b.path("libs"));
// utils.h is co-located with map.c
map_lib.addIncludePath(b.path("libs/map"));
// Zig combat library. This must be compiled as an object and linked
// directly to bypassing the archive step, or it yields a corrupt
// archive that forces the user to clear the cache each time.
const combat_obj = b.addObject(.{
.name = "combat",
.root_module = b.createModule(.{
.root_source_file = b.path("libs/combat/combat.zig"),
@ -14,29 +61,20 @@ pub fn build(b: *std.Build) void {
.link_libc = true,
}),
});
combat_lib.addIncludePath(b.path("src"));
combat_lib.linkSystemLibrary("raylib");
// common.h and settings.h live in src/; rng.h exposed bare from libs/rng
combat_obj.addIncludePath(b.path("src"));
combat_obj.addIncludePath(b.path("libs/rng"));
// C sources (everything except combat, which is now Zig)
// C sources remaining in src/
const c_sources = [_][]const u8{
"src/audio.c",
"src/enemy.c",
"src/items.c",
"src/main.c",
"src/map.c",
"src/player.c",
"src/movement.c",
"src/player.c",
"src/render.c",
"src/rng.c",
"src/settings.c",
"src/utils.c",
};
const c_flags = [_][]const u8{
"-std=c99",
"-Wall",
"-Wextra",
"-O2",
};
// Main executable
@ -54,8 +92,13 @@ pub fn build(b: *std.Build) void {
.flags = &c_flags,
});
// src/ for own headers; libs/ so "rng/rng.h" and "map/map.h" resolve
exe.addIncludePath(b.path("src"));
exe.linkLibrary(combat_lib);
exe.addIncludePath(b.path("libs"));
exe.linkLibrary(rng_lib);
exe.linkLibrary(map_lib);
exe.addObject(combat_obj);
exe.linkSystemLibrary("raylib");
exe.linkSystemLibrary("m");
exe.linkSystemLibrary("pthread");

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@ -1,5 +1,5 @@
#include "map.h"
#include "rng.h"
#include "rng/rng.h"
#include "settings.h"
#include "utils.h"
#include <stdlib.h>
@ -170,9 +170,6 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts) {
}
void dungeon_generate(Dungeon *d, Map *map, int floor_num) {
// Seed RNG with floor number for deterministic generation
rng_seed(floor_num * 12345);
// Initialize map to all walls
map_init(map);

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@ -1,6 +1,4 @@
#include "audio.h"
#include "raylib.h"
#include "common.h"
#include <math.h>
#include <stddef.h>

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@ -1,6 +1,6 @@
#ifndef AUDIO_H
#define AUDIO_H
#include "common.h"
#include "game_state.h"
// Initialize audio system
void audio_init(void);

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@ -2,7 +2,7 @@
#define COMMON_H
#include "settings.h"
#include <raylib.h>
#include <stdbool.h>
typedef struct {
int x, y;
@ -114,66 +114,5 @@ typedef struct {
int effect_count;
} Enemy;
// Floating damage text
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
typedef struct {
int x, y;
int value;
int lifetime; // frames remaining
int is_critical;
FloatingLabel label; // label type instead of string
StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText;
// AudioAssets
typedef struct {
Sound attack1, attack2, attack3;
Sound pickup;
Sound staircase;
Sound dodge1, dodge2, dodge3;
Sound crit;
} AudioAssets;
// GameState - encapsulates all game state for testability and save/load
typedef struct {
Player player;
Map map;
Dungeon dungeon;
Enemy enemies[MAX_ENEMIES];
int enemy_count;
Item items[MAX_ITEMS];
int item_count;
int game_over;
int game_won;
const char *last_message;
int message_timer;
int turn_count;
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
int show_inventory; // 0 = hidden, 1 = show overlay
int inv_selected; // currently selected inventory index
// action log
char action_log[5][128];
int log_count;
int log_head;
// visual effects
FloatingText floating_texts[8];
int floating_count;
int screen_shake; // frames of screen shake remaining
int shake_x;
int shake_y;
AudioAssets sounds;
// Statistics
int total_kills;
int items_collected;
int damage_dealt;
int damage_taken;
int crits_landed;
int times_hit;
int potions_used;
int floors_reached;
int final_score;
} GameState;
#endif // COMMON_H

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@ -1,9 +1,9 @@
#include "enemy.h"
#include "combat.h"
#include "common.h"
#include "map.h"
#include "map/map.h"
#include "movement.h"
#include "rng.h"
#include "rng/rng.h"
#include "settings.h"
#include <string.h>

70
src/game_state.h Normal file
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@ -0,0 +1,70 @@
#ifndef GAME_STATE_H
#define GAME_STATE_H
#include "common.h"
#include <raylib.h>
// Floating damage text
typedef enum { LABEL_NONE = 0, LABEL_DODGE, LABEL_BLOCK, LABEL_CRIT, LABEL_SLAIN, LABEL_PROC } FloatingLabel;
typedef struct {
int x, y;
int value;
int lifetime; // frames remaining
int is_critical;
FloatingLabel label; // label type instead of string
StatusEffectType effect_type; // used to pick color for proc labels
} FloatingText;
// AudioAssets
typedef struct {
Sound attack1, attack2, attack3;
Sound pickup;
Sound staircase;
Sound dodge1, dodge2, dodge3;
Sound crit;
} AudioAssets;
// GameState - encapsulates all game state for testability and save/load
typedef struct {
Player player;
Map map;
Dungeon dungeon;
Enemy enemies[MAX_ENEMIES];
int enemy_count;
Item items[MAX_ITEMS];
int item_count;
int game_over;
int game_won;
const char *last_message;
int message_timer;
int turn_count;
int awaiting_descend; // 0 = normal, 1 = waiting for Y/N
int show_inventory; // 0 = hidden, 1 = show overlay
int inv_selected; // currently selected inventory index
// action log
char action_log[5][128];
int log_count;
int log_head;
// visual effects
FloatingText floating_texts[8];
int floating_count;
int screen_shake; // frames of screen shake remaining
int shake_x;
int shake_y;
AudioAssets sounds;
// Statistics
int total_kills;
int items_collected;
int damage_dealt;
int damage_taken;
int crits_landed;
int times_hit;
int potions_used;
int floors_reached;
int final_score;
// Seed for this run
unsigned int run_seed;
} GameState;
#endif // GAME_STATE_H

View file

@ -1,6 +1,6 @@
#include "common.h"
#include "map.h"
#include "rng.h"
#include "map/map.h"
#include "rng/rng.h"
#include "settings.h"
#include <stddef.h>

View file

@ -1,18 +1,20 @@
#include "audio.h"
#include "combat.h"
#include "common.h"
#include "game_state.h"
#include "enemy.h"
#include "items.h"
#include "map.h"
#include "map/map.h"
#include "movement.h"
#include "player.h"
#include "raylib.h"
#include "render.h"
#include "rng.h"
#include "rng/rng.h"
#include "settings.h"
#include <ctype.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
// Add message to action log
static void add_log(GameState *gs, const char *msg) {
@ -102,11 +104,14 @@ static void update_effects(GameState *gs) {
// Initialize a new floor
static void init_floor(GameState *gs, int floor_num) {
// Seed RNG with run seed combined with floor number for deterministic generation
rng_seed(gs->run_seed + floor_num * 54321);
// Generate dungeon
dungeon_generate(&gs->dungeon, &gs->map, floor_num);
// Seed rng for this floor's content
rng_seed(floor_num * 54321);
rng_seed(gs->run_seed + floor_num * 98765);
// Find spawn position
int start_x, start_y;
@ -478,7 +483,13 @@ static int handle_input(GameState *gs) {
// Check for restart (works during game over)
if (IsKeyPressed(KEY_R) && gs->game_over) {
memset(gs, 0, sizeof(GameState));
// Generate a new random seed for the new run
gs->run_seed = (unsigned int)time(NULL);
init_floor(gs, 1);
// Update window title with new seed
char title[128];
snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs->run_seed);
SetWindowTitle(title);
return 0;
}
@ -508,12 +519,16 @@ void load_audio_assets(GameState *gs) {
}
// Main game loop
static void game_loop(void) {
static void game_loop(unsigned int run_seed) {
GameState gs;
memset(&gs, 0, sizeof(GameState));
gs.run_seed = run_seed;
// load external assets
// sound
load_audio_assets(&gs);
// font
Font fontTTF = LoadFontEx("./assets/fonts/spartan_500.ttf", 36, NULL, 0);
// Initialize first floor
rng_seed(12345);
init_floor(&gs, 1);
// Disable esc to exit
@ -533,10 +548,16 @@ static void game_loop(void) {
break;
if (IsKeyPressed(KEY_R)) {
memset(&gs, 0, sizeof(GameState));
// Generate a new random seed for the new run
gs.run_seed = (unsigned int)time(NULL);
gs.game_over = 0;
gs.game_won = 0;
load_audio_assets(&gs);
init_floor(&gs, 1);
// Update window title with new seed
char title[128];
snprintf(title, sizeof(title), "Roguelike - Seed: %u", gs.run_seed);
SetWindowTitle(title);
}
}
@ -564,21 +585,24 @@ static void game_loop(void) {
// Floating texts follow world shake
render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y);
render_ui(&gs.player);
render_ui(&gs.player, &fontTTF);
// Draw action log
render_action_log(gs.action_log, gs.log_count, gs.log_head);
render_action_log(gs.action_log, gs.log_count, gs.log_head, &fontTTF);
// Draw inventory overlay if active
if (gs.show_inventory) {
render_inventory_overlay(&gs.player, gs.inv_selected);
render_inventory_overlay(&gs.player, gs.inv_selected, &fontTTF);
}
// Draw message if any
if (gs.last_message != NULL && gs.message_timer > 0) {
render_message(gs.last_message);
render_message(gs.last_message, &fontTTF);
}
// Draw persistent seed display in top right
render_seed_display(gs.run_seed);
// Draw game over screen
if (gs.game_over) {
// Compute final score
@ -589,7 +613,7 @@ static void game_loop(void) {
}
render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken,
gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count,
gs.final_score);
gs.final_score, gs.run_seed, &fontTTF);
}
EndDrawing();
@ -599,17 +623,67 @@ static void game_loop(void) {
}
}
int main(void) {
// Check if a string is a valid unsigned integer
static int is_valid_uint(const char *str) {
if (str == NULL || *str == '\0')
return 0;
// Check for optional leading +
if (*str == '+')
str++;
// Must have at least one digit
if (*str == '\0')
return 0;
// All characters must be digits
for (const char *p = str; *p != '\0'; p++) {
if (!isdigit((unsigned char)*p))
return 0;
}
return 1;
}
int main(int argc, char **argv) {
// Parse command-line arguments
unsigned int run_seed = 0;
int seed_provided = 0;
for (int i = 1; i < argc; i++) {
if (strcmp(argv[i], "--seed") == 0) {
if (i + 1 >= argc) {
fprintf(stderr, "Error: --seed requires a value\n");
fprintf(stderr, "Usage: %s [--seed <number>]\n", argv[0]);
return 1;
}
const char *seed_str = argv[i + 1];
if (!is_valid_uint(seed_str)) {
fprintf(stderr, "Error: Invalid seed value: %s\n", seed_str);
fprintf(stderr, "Seed must be a non-negative integer\n");
return 1;
}
run_seed = (unsigned int)strtoul(seed_str, NULL, 10);
seed_provided = 1;
i++; // Skip the value
}
}
// If no seed provided, generate random seed from time
if (!seed_provided) {
run_seed = (unsigned int)time(NULL);
}
printf("Starting game with seed: %u\n", run_seed);
// Initialize audio
audio_init();
// Initialize random number generator
SetRandomSeed(88435);
// Initialize window
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, "Roguelike");
// Initialize window with seed in title
char title[128];
snprintf(title, sizeof(title), "Roguelike - Seed: %u", run_seed);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT + 60, title);
SetTargetFPS(60);
// Run game
game_loop();
game_loop(run_seed);
// Cleanup
CloseWindow();

View file

@ -1,6 +1,6 @@
#include "movement.h"
#include "enemy.h"
#include "map.h"
#include "map/map.h"
#include <stdbool.h>
// Check if position is occupied by player

View file

@ -1,7 +1,5 @@
#include "render.h"
#include "common.h"
#include "items.h"
#include "raylib.h"
#include "settings.h"
#include <stddef.h>
#include <stdio.h>
@ -126,7 +124,7 @@ void render_items(const Item *items, int count, const unsigned char visible[MAP_
}
}
void render_ui(const Player *p) {
void render_ui(const Player *p, Font *font) {
// HUD Panel
const int hud_y = MAP_HEIGHT * TILE_SIZE;
const int hud_height = 60;
@ -170,7 +168,8 @@ void render_ui(const Player *p) {
int bar_height = 16;
// HP Label, above bar
DrawText("HP", bar_x, bar_y - 11, 9, text_dim);
// Vector2 hp_width = MeasureTextEx(*font, "HP", BIG_FONT, NAR_CHAR_SPACE);
DrawTextEx(*font, "HP", (Vector2){bar_x, 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});
@ -195,8 +194,9 @@ void render_ui(const Player *p) {
// 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, 10);
DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE);
int hp_text_w = MeasureText(hp_text, 12);
DrawTextEx(*font, hp_text, (Vector2){bar_x + (bar_width - hp_text_w) / 2.0f, bar_y + 2}, MEDIUM_FONT,
SMALL_CHAR_SPACE, WHITE);
// Status effects
int effect_x = bar_x;
@ -231,7 +231,7 @@ void render_ui(const Player *p) {
if (p->effects[i].duration > 0) {
char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
DrawText(eff_text, effect_x, effect_y, 9, eff_color);
DrawTextEx(*font, eff_text, (Vector2){effect_x, effect_y}, SMALL_FONT, NAR_CHAR_SPACE, eff_color);
effect_x += 28;
}
}
@ -243,65 +243,68 @@ void render_ui(const Player *p) {
// Floor
char floor_text[16];
snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
DrawText(floor_text, stats_x, stats_y, 14, text_bright);
DrawText("Floor", stats_x, stats_y + 16, 9, text_dim);
DrawTextEx(*font, floor_text, (Vector2){stats_x, stats_y}, 16, NORM_CHAR_SPACE, text_bright);
DrawTextEx(*font, "Floor", (Vector2){stats_x, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
// ATK
char atk_text[16];
snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW);
DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim);
DrawTextEx(*font, atk_text, (Vector2){stats_x + stat_spacing, stats_y}, 16, NORM_CHAR_SPACE, YELLOW);
DrawTextEx(*font, "ATK", (Vector2){stats_x + stat_spacing, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
// DEF
char def_text[16];
snprintf(def_text, sizeof(def_text), "%d", p->defense);
DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255});
DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim);
DrawTextEx(*font, def_text, (Vector2){stats_x + stat_spacing * 2, stats_y}, 16, NORM_CHAR_SPACE,
(Color){100, 150, 255, 255});
DrawTextEx(*font, "DEF", (Vector2){stats_x + stat_spacing * 2, stats_y + 16}, 12, NAR_CHAR_SPACE, text_dim);
int equip_x = section2_end + 15;
int equip_y = hud_y + 8;
// Weapon slot
DrawText("WEAPON", equip_x, equip_y, 9, text_dim);
DrawTextEx(*font, "WEAPON", (Vector2){equip_x, 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));
DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255});
DrawTextEx(*font, weapon_text, (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){255, 220, 100, 255});
}
} else {
DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255});
DrawTextEx(*font, "None [IMP]", (Vector2){equip_x, equip_y + 11}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
}
// Armor slot
DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim);
DrawTextEx(*font, "ARMOR", (Vector2){equip_x, 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);
DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255});
DrawTextEx(*font, armor_text, (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){100, 150, 255, 255});
}
} else {
DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255});
DrawTextEx(*font, "None", (Vector2){equip_x, equip_y + 37}, 10, NAR_CHAR_SPACE, (Color){80, 75, 70, 255});
}
int ctrl_x = section3_end + 20;
int ctrl_y = hud_y + 14;
DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255});
DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255});
DrawTextEx(*font, "[WASD] Move [G] Pickup [I] Inventory [U] Use", (Vector2){ctrl_x, ctrl_y}, MEDIUM_FONT,
MED_CHAR_SPACE, (Color){139, 119, 89, 255});
DrawTextEx(*font, "[E] Equip [D] Drop [Q] Quit", (Vector2){ctrl_x, 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, 10);
DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN);
DrawTextEx(*font, inv_text, (Vector2){SCREEN_WIDTH - inv_width - 10, hud_y + 5}, 10, NAR_CHAR_SPACE, GREEN);
}
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) {
// Roguelike scroll/log panel styling
const int log_width = 250;
const int log_height = 90;
@ -323,7 +326,8 @@ void render_action_log(const char log[5][128], int count, int head) {
// Title bar
DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255});
DrawTextEx(*font, "MESSAGE LOG", (Vector2){log_x + 8, 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);
@ -348,15 +352,16 @@ void render_action_log(const char log[5][128], int count, int head) {
} else {
text_color = (Color){120, 110, 100, 200}; // oldest: dim
}
DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color);
DrawTextEx(*font, log[idx], (Vector2){text_x, text_start_y + i * line_height}, NORM_FONT, SMALL_CHAR_SPACE,
text_color);
}
}
}
void render_inventory_overlay(const Player *p, int selected) {
void render_inventory_overlay(const Player *p, int selected, Font *font) {
// Overlay dimensions
int ov_width = 360;
int ov_height = 300;
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});
@ -364,13 +369,15 @@ void render_inventory_overlay(const Player *p, int selected) {
// Title
const char *title = "INVENTORY";
int title_w = MeasureText(title, 24);
DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE);
// int title_w = MeasureText(title, 24);
Vector2 t_w = MeasureTextEx(*font, title, 30, NORM_CHAR_SPACE);
DrawTextEx(*font, title, (Vector2){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 = overlay.y + 50;
int start_y = overlay.y + 40;
for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = start_y + (i * row_height);
@ -387,7 +394,8 @@ void render_inventory_overlay(const Player *p, int selected) {
// Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255});
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, y_pos + 4}, MEDIUM_FONT, SMALL_CHAR_SPACE,
(Color){80, 80, 80, 255});
// Item name
const char *name = item_get_name(item);
@ -395,31 +403,31 @@ void render_inventory_overlay(const Player *p, int selected) {
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};
DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color);
DrawTextEx(*font, name, (Vector2){overlay.x + 45, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, name_color);
}
// Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW);
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 150, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, YELLOW);
// Action
if (item->type == ITEM_POTION) {
DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN);
DrawTextEx(*font, "[U]se", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GREEN);
} else {
DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD);
DrawTextEx(*font, "[E]quip [D]rop", (Vector2){overlay.x + 200, y_pos + 4}, NORM_FONT, SMALL_CHAR_SPACE, GOLD);
}
} else {
// Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255});
DrawTextEx(*font, slot_text, (Vector2){overlay.x + 16, 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";
int hint_w = MeasureText(hint, 12);
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12,
(Color){65, 65, 65, 255});
Vector2 hint_w = MeasureTextEx(*font, hint, SMALL_FONT, NAR_CHAR_SPACE);
DrawTextEx(*font, hint, (Vector2){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) {
@ -507,7 +515,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak
}
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) {
int times_hit, int potions, int floors, int turns, int score, unsigned int seed, Font *font) {
// Semi-transparent overlay
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
@ -517,13 +525,14 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
int title_font_size = 60;
Color title_color = is_victory ? GOLD : RED;
int title_width = MeasureText(title, title_font_size);
DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color);
DrawTextEx(*font, title, (Vector2){(SCREEN_WIDTH - title_width) / 2.0f, 30}, title_font_size, NORM_CHAR_SPACE,
title_color);
// Stats box
int box_x = SCREEN_WIDTH / 2 - 200;
int box_y = 110;
int box_w = 400;
int box_h = 320;
int box_h = 350;
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});
@ -537,71 +546,80 @@ void render_end_screen(int is_victory, int kills, int items, int damage_dealt, i
Color value_color = WHITE;
// Column 1
DrawText("Kills:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Kills:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", kills);
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("Items:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Items:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", items);
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("Damage Dealt:", col1_x, row_y, 18, label_color);
DrawTextEx(*font, "Damage Dealt:", (Vector2){col1_x, row_y}, 18, NORM_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%d", damage_dealt);
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
DrawTextEx(*font, "SEED:", (Vector2){col1_x, row_y}, 18, SMALL_CHAR_SPACE, label_color);
snprintf(line, sizeof(line), "%u", 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;
@ -636,8 +654,8 @@ void render_message(const char *message) {
longest_line_width = current_line_width;
// Measure full message
int total_msg_width = MeasureText(message, font_size);
int box_width = total_msg_width + (padding_x * 2);
Vector2 total_msg_width = MeasureTextEx(*font, message, font_size, NORM_CHAR_SPACE);
int box_width = total_msg_width.x + (padding_x * 2);
// If message is too long, use wrapped width
if (box_width > max_box_width) {
@ -661,7 +679,7 @@ void render_message(const char *message) {
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 - total_msg_width) / 2;
int text_x = (SCREEN_WIDTH - total_msg_width.x) / 2;
int text_y = (SCREEN_HEIGHT - font_size) / 2;
// For wrapped text, draw at box center with padding
@ -670,5 +688,20 @@ 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) {
char seed_text[64];
snprintf(seed_text, sizeof(seed_text), "Seed: %u", seed);
const int font_size = 14;
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);
}

View file

@ -1,7 +1,8 @@
#ifndef RENDER_H
#define RENDER_H
#include "common.h"
#include "game_state.h"
// HUD colors
#define HUD_BG (Color){25, 20, 15, 255}
@ -68,6 +69,7 @@
#define END_OVERLAY (Color){0, 0, 0, 210}
#define END_BOX_BG (Color){20, 20, 20, 240}
#define END_BOX_BORDER (Color){100, 100, 100, 255}
#define END_SEED (Color){150, 200, 255, 255}
// Portrait placeholder
// FIXME: remove when player sprites are available
@ -86,22 +88,25 @@ 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);
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);
#endif // RENDER_H

View file

@ -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