#include "render.h" #include "common.h" #include "items.h" #include "raylib.h" #include "settings.h" #include #include #include void render_map(const Map *map) { for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; int visible = map->visible[y][x]; int remembered = map->remembered[y][x]; if (!visible && !remembered) { DrawRectangleRec(rect, (Color){5, 5, 10, 255}); continue; } Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255}; switch (map->tiles[y][x]) { case TILE_WALL: DrawRectangleRec(rect, wall_color); break; case TILE_FLOOR: DrawRectangleRec(rect, floor_color); break; case TILE_STAIRS: DrawRectangleRec(rect, stairs_color); if (visible) DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE); else DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255}); break; } } } } void render_player(const Player *p) { Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; DrawRectangleRec(rect, BLUE); } void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { for (int i = 0; i < count; i++) { if (!enemies[i].alive) continue; if (!visible[enemies[i].position.y][enemies[i].position.x]) continue; Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; // Different colors based on enemy type Color enemy_color; switch (enemies[i].type) { case ENEMY_GOBLIN: enemy_color = COLOR_ENEMY_GOBLIN; // dark red break; case ENEMY_SKELETON: enemy_color = COLOR_ENEMY_SKELETON; // light gray break; case ENEMY_ORC: enemy_color = COLOR_ENEMY_ORC; // dark green break; default: enemy_color = RED; break; } DrawRectangleRec(rect, enemy_color); // Draw hp bar above enemy, color-coded by health remaining int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp; 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 unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) { for (int i = 0; i < count; i++) { if (items[i].picked_up) continue; if (!visible[items[i].y][items[i].x]) continue; Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; // Different colors based on item type Color item_color; switch (items[i].type) { case ITEM_POTION: item_color = COLOR_ITEM_POTION; // red/pink break; case ITEM_WEAPON: item_color = COLOR_ITEM_WEAPON; // yellow break; case ITEM_ARMOR: item_color = COLOR_ITEM_ARMOR; // blue break; default: item_color = GREEN; break; } DrawRectangleRec(rect, item_color); } } void render_ui(const Player *p) { // HUD Panel const int hud_y = MAP_HEIGHT * TILE_SIZE; const int hud_height = 60; const Color hud_bg = {25, 20, 15, 255}; // dark parchment const Color hud_border = {139, 119, 89, 255}; // bronze/brown border const Color text_dim = {160, 150, 140, 255}; // dimmed text const Color text_bright = {240, 230, 220, 255}; // bright text // Main HUD background with border Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; DrawRectangleRec(ui_bg, hud_bg); DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255}); DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255}); // Section dividers int section1_end = 180; // after portrait + HP bar int section2_end = 310; // after stats int section3_end = 480; // after equipment DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); int portrait_x = 8; int portrait_y = hud_y + 8; int portrait_size = 44; // FIXME: for now this is just a blue square indicating the player. Once we // model the player, add classes, sprites, etc. this will need to be revisited. DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255}); DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); // HP Bar, to the right of portrait int bar_x = portrait_x + portrait_size + 8; int bar_y = hud_y + 20; int bar_width = 100; int bar_height = 16; // HP Label, above bar DrawText("HP", bar_x, bar_y - 11, 9, text_dim); // HP Bar background DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255}); // 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, 10); DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, 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); DrawText(eff_text, effect_x, effect_y, 9, 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); DrawText(floor_text, stats_x, stats_y, 14, text_bright); DrawText("Floor", stats_x, stats_y + 16, 9, 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); // 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); int equip_x = section2_end + 15; int equip_y = hud_y + 8; // Weapon slot DrawText("WEAPON", equip_x, equip_y, 9, text_dim); if (p->has_weapon) { const char *weapon_name = item_get_name(&p->equipped_weapon); if (weapon_name) { char weapon_text[64]; snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, dmg_class_get_short(p->equipped_weapon.dmg_class)); DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); } } else { DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); } // Armor slot DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); if (p->has_armor) { const char *armor_name = item_get_name(&p->equipped_armor); if (armor_name) { char armor_text[48]; snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); } } else { DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); } int ctrl_x = section3_end + 20; int ctrl_y = hud_y + 14; 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}); // INV count in top-right corner of HUD char inv_text[16]; snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); int inv_width = MeasureText(inv_text, 10); DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); } void render_action_log(const char log[5][128], int count, int head) { // 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}); DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); // Separator line under title DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); // 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 } DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); } } } void render_inventory_overlay(const Player *p, int selected) { // Overlay dimensions int ov_width = 360; int ov_height = 300; 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); DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE); // Draw each inventory slot char slot_text[64]; int row_height = 26; int start_y = overlay.y + 50; 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); DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (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}; DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color); } // Power snprintf(slot_text, sizeof(slot_text), "+%d", item->power); DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); // Action if (item->type == ITEM_POTION) { DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); } else { DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, 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}); } } // 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}); } 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_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) { 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); int text_w = MeasureText(text, font_size); DrawText(text, x - text_w / 2, y, font_size, 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); int text_w = MeasureText(text, 18); DrawText(text, x - text_w / 2, y, 18, 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) { // 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 = 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); // Stats box int box_x = SCREEN_WIDTH / 2 - 200; int box_y = 110; int box_w = 400; int box_h = 320; 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}); // Stats content char line[64]; int col1_x = box_x + 20; int col2_x = box_x + 210; int row_y = box_y + 20; int line_height = 24; Color label_color = LIGHTGRAY; Color value_color = WHITE; // Column 1 DrawText("Kills:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", kills); DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; DrawText("Items:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", items); DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", damage_dealt); DrawText(line, col1_x + 140, row_y, 18, value_color); row_y += line_height; DrawText("Damage Taken:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", damage_taken); DrawText(line, col1_x + 140, row_y, 18, value_color); row_y += line_height; DrawText("Crits:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", crits); DrawText(line, col1_x + 80, row_y, 18, value_color); row_y += line_height; DrawText("Times Hit:", col1_x, row_y, 18, label_color); snprintf(line, sizeof(line), "%d", times_hit); DrawText(line, col1_x + 80, row_y, 18, 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); snprintf(line, sizeof(line), "%d", potions); DrawText(line, col2_x + 80, col2_row_y, 18, value_color); col2_row_y += line_height; DrawText("Floors:", col2_x, col2_row_y, 18, label_color); snprintf(line, sizeof(line), "%d", floors); DrawText(line, col2_x + 80, col2_row_y, 18, value_color); col2_row_y += line_height; DrawText("Turns:", col2_x, col2_row_y, 18, label_color); snprintf(line, sizeof(line), "%d", turns); DrawText(line, col2_x + 80, col2_row_y, 18, 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); snprintf(line, sizeof(line), "%d", score); DrawText(line, col1_x + 90, row_y, 22, GOLD); 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); } 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); } } void render_message(const char *message) { if (message == NULL) return; const int font_size = 20; 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 int total_msg_width = MeasureText(message, font_size); int box_width = total_msg_width + (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 - total_msg_width) / 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; } DrawText(message, text_x, text_y, font_size, WHITE); }