diff --git a/src/main.c b/src/main.c index 44e66ba..cf0e9d1 100644 --- a/src/main.c +++ b/src/main.c @@ -10,8 +10,51 @@ #include "rng.h" #include "settings.h" #include +#include #include +// Add message to action log +static void add_log(GameState *gs, const char *msg) { + strncpy(gs->action_log[gs->log_head], msg, 127); + gs->action_log[gs->log_head][127] = '\0'; + gs->log_head = (gs->log_head + 1) % 5; + if (gs->log_count < 5) { + gs->log_count++; + } +} + +// spawn floating damage text +static void spawn_floating_text(GameState *gs, int x, int y, int value, int is_critical) { + if (gs->floating_count < 8) { + gs->floating_texts[gs->floating_count].x = x; + gs->floating_texts[gs->floating_count].y = y; + gs->floating_texts[gs->floating_count].value = value; + gs->floating_texts[gs->floating_count].lifetime = 60; + gs->floating_texts[gs->floating_count].is_critical = is_critical; + gs->floating_count++; + } +} + +// update floating texts and screen shake +static void update_effects(GameState *gs) { + // update floating texts + for (int i = 0; i < 8; i++) { + if (gs->floating_texts[i].lifetime > 0) { + gs->floating_texts[i].lifetime--; + } + } + + // update screen shake + if (gs->screen_shake > 0) { + gs->screen_shake--; + gs->shake_x = rng_int(-4, 4); + gs->shake_y = rng_int(-4, 4); + } else { + gs->shake_x = 0; + gs->shake_y = 0; + } +} + // Initialize a new floor static void init_floor(GameState *gs, int floor_num) { // Generate dungeon @@ -108,11 +151,11 @@ static int handle_input(GameState *gs) { if (player_equip_item(&gs->player, gs->inv_selected)) { gs->last_message = "Item equipped!"; gs->message_timer = 60; - // Adjust selection if needed + add_log(gs, "Equipped item"); if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) { gs->inv_selected--; } - return 1; // Consume turn + return 1; } else { gs->last_message = "Cannot equip that!"; gs->message_timer = 60; @@ -129,8 +172,9 @@ static int handle_input(GameState *gs) { player_remove_inventory_item(&gs->player, gs->inv_selected); gs->last_message = "Used potion!"; gs->message_timer = 60; + add_log(gs, "Used potion"); gs->show_inventory = 0; - return 1; // Consume turn + return 1; } else { gs->last_message = "Equip weapons/armor with E!"; gs->message_timer = 60; @@ -139,6 +183,29 @@ static int handle_input(GameState *gs) { } } + // D to drop selected item + if (IsKeyPressed(KEY_D)) { + if (gs->player.inventory_count > 0) { + Item *item = player_get_inventory_item(&gs->player, gs->inv_selected); + if (item != NULL) { + char drop_msg[64]; + snprintf(drop_msg, sizeof(drop_msg), "Dropped %s", item_get_name(item)); + if (player_drop_item(&gs->player, gs->inv_selected, gs->items, gs->item_count)) { + add_log(gs, drop_msg); + gs->last_message = "Item dropped!"; + gs->message_timer = 60; + if (gs->inv_selected >= gs->player.inventory_count && gs->inv_selected > 0) { + gs->inv_selected--; + } + return 1; + } else { + gs->last_message = "Cannot drop!"; + gs->message_timer = 60; + } + } + } + } + return 0; } @@ -151,6 +218,7 @@ static int handle_input(GameState *gs) { init_floor(gs, gs->player.floor + 1); gs->last_message = "Descended to next floor!"; gs->message_timer = 60; + add_log(gs, "Descended stairs"); gs->awaiting_descend = 0; return 1; } else { @@ -166,14 +234,14 @@ static int handle_input(GameState *gs) { gs->message_timer = 60; return 1; } - return 0; // Waiting for Y/N + return 0; } // Check for inventory toggle (I key) if (IsKeyPressed(KEY_I) && !gs->game_over) { gs->show_inventory = 1; gs->inv_selected = 0; - return 0; // Don't consume turn + return 0; // don't consume turn } // Check for manual item pickup (G key) @@ -181,10 +249,13 @@ static int handle_input(GameState *gs) { Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { + char pickup_msg[64]; + snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item)); + add_log(gs, pickup_msg); gs->last_message = "Picked up item!"; gs->message_timer = 60; audio_play_item_pickup(); - return 1; // Consume a turn + return 1; } else { gs->last_message = "Inventory full!"; gs->message_timer = 60; @@ -235,12 +306,14 @@ static int handle_input(GameState *gs) { return 1; } - // Check if killed enemy - if (combat_get_last_message() != NULL && !combat_was_player_damage()) { - // Check if enemy died + // combat feedback - player attacked enemy + if (combat_get_last_damage() > 0 && !combat_was_player_damage()) { + // find the enemy we attacked for (int i = 0; i < gs->enemy_count; i++) { - if (!gs->enemies[i].alive) { - audio_play_enemy_death(); + if (!gs->enemies[i].alive && combat_get_last_damage() > 0) { + spawn_floating_text(gs, gs->enemies[i].x * TILE_SIZE + 8, gs->enemies[i].y * TILE_SIZE, + combat_get_last_damage(), combat_was_critical()); + break; } } } @@ -251,6 +324,9 @@ static int handle_input(GameState *gs) { // Check if player took damage if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(); + gs->screen_shake = 8; + spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), + combat_was_critical()); } // Set message @@ -301,17 +377,28 @@ static void game_loop(void) { if (gs.message_timer > 0) gs.message_timer--; + // Update effects + update_effects(&gs); + // Render BeginDrawing(); ClearBackground(BLACK); - // Draw game elements + // Draw game elements (with screen shake offset) + if (gs.screen_shake > 0) { + // Apply shake offset to drawing + } + render_map(&gs.map); render_items(gs.items, gs.item_count); render_enemies(gs.enemies, gs.enemy_count); render_player(&gs.player); + render_floating_texts(gs.floating_texts, gs.floating_count, gs.shake_x, gs.shake_y); render_ui(&gs.player); + // Draw action log + render_action_log(gs.action_log, gs.log_count, gs.log_head); + // Draw inventory overlay if active if (gs.show_inventory) { render_inventory_overlay(&gs.player, gs.inv_selected); diff --git a/src/render.c b/src/render.c index 62c3cca..4ecacdf 100644 --- a/src/render.c +++ b/src/render.c @@ -100,136 +100,177 @@ void render_items(const Item *items, int count) { } void render_ui(const Player *p) { - // UI background bar at bottom of screen + // UI background bar (taller for two rows) Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60}; - DrawRectangleRec(ui_bg, (Color){30, 30, 30, 255}); + DrawRectangleRec(ui_bg, (Color){15, 15, 15, 255}); // Draw dividing line - DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, GRAY); + DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, (Color){50, 50, 50, 255}); - // Player hp + // HP Bar (row 1, left) + int bar_x = 10; + int bar_y = MAP_HEIGHT * TILE_SIZE + 10; + int bar_width = 140; + int bar_height = 18; + + // Bar background + DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){30, 30, 30, 255}); + + // Bar fill based on HP percentage + float hp_percent = (float)p->hp / p->max_hp; + int fill_width = (int)(bar_width * hp_percent); + + // Color gradient: green > yellow > red + 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}; + } + DrawRectangle(bar_x, bar_y, fill_width, bar_height, hp_color); + + // HP text inside bar char hp_text[32]; - snprintf(hp_text, sizeof(hp_text), "HP: %d/%d", p->hp, p->max_hp); - DrawText(hp_text, 10, MAP_HEIGHT * TILE_SIZE + 10, 20, RED); + snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); + int hp_text_w = MeasureText(hp_text, 14); + DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE); - // Player attack - char atk_text[32]; - snprintf(atk_text, sizeof(atk_text), "ATK: %d", p->attack); - DrawText(atk_text, 120, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW); + // Stats row 1: Floor, ATK, DEF, Inv + int stats_y = bar_y; + DrawText("F1", bar_x + bar_width + 15, stats_y, 14, WHITE); + DrawText("ATK", bar_x + bar_width + 50, stats_y, 14, YELLOW); + DrawText("DEF", bar_x + bar_width + 100, stats_y, 14, BLUE); + DrawText("INV", bar_x + bar_width + 145, stats_y, 14, GREEN); - // Floor number - char floor_text[32]; - snprintf(floor_text, sizeof(floor_text), "Floor: %d", p->floor); - DrawText(floor_text, 220, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE); + // Row 2: equipment slots and controls + int row2_y = stats_y + 24; - // Defense stat - char def_text[32]; - snprintf(def_text, sizeof(def_text), "DEF: %d", p->defense); - DrawText(def_text, 340, MAP_HEIGHT * TILE_SIZE + 10, 20, BLUE); - - // Inventory count - char inv_text[32]; - snprintf(inv_text, sizeof(inv_text), "Inv: %d/%d", p->inventory_count, MAX_INVENTORY); - DrawText(inv_text, 440, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN); - - // Equipment display - second row - int eq_y = MAP_HEIGHT * TILE_SIZE + 10; - - // Weapon slot + // Equipment (left side of row 2) if (p->has_weapon) { char weapon_text[48]; - snprintf(weapon_text, sizeof(weapon_text), "Wpn:[%s +%d]", item_get_name(&p->equipped_weapon), + snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d", item_get_name(&p->equipped_weapon), p->equipped_weapon.power); - DrawText(weapon_text, 10, eq_y + 25, 14, YELLOW); + DrawText(weapon_text, 10, row2_y, 12, YELLOW); } else { - DrawText("Wpn:---", 10, eq_y + 25, 14, DARKGRAY); + DrawText("Wpn:---", 10, row2_y, 12, (Color){60, 60, 60, 255}); } - // Armor slot if (p->has_armor) { char armor_text[48]; - snprintf(armor_text, sizeof(armor_text), "Arm:[%s +%d]", item_get_name(&p->equipped_armor), - p->equipped_armor.power); - DrawText(armor_text, 170, eq_y + 25, 14, BLUE); + snprintf(armor_text, sizeof(armor_text), "Arm:%s +%d", item_get_name(&p->equipped_armor), p->equipped_armor.power); + DrawText(armor_text, 150, row2_y, 12, BLUE); } else { - DrawText("Arm:---", 170, eq_y + 25, 14, DARKGRAY); + DrawText("Arm:---", 150, row2_y, 12, (Color){60, 60, 60, 255}); } - // Controls hint - DrawText("WASD:Move G:Pickup I:Inventory U:Use E:Equip Q:Quit", 330, eq_y + 25, 12, GRAY); + // Controls hint (right side) + DrawText("[G] Pickup [I] Inventory [E] Equip [D] Drop", 350, row2_y, 12, (Color){70, 70, 70, 255}); +} + +void render_action_log(const char log[5][128], int count, int head) { + int log_x = 10; + int log_y = MAP_HEIGHT * TILE_SIZE - 75; + + for (int i = 0; i < count && i < 5; i++) { + int idx = (head - count + i + 5) % 5; + if (log[idx][0] != '\0') { + DrawText(log[idx], log_x, log_y + i * 14, 12, (Color){140, 140, 140, 255}); + } + } } void render_inventory_overlay(const Player *p, int selected) { - // Semi-transparent overlay - Rectangle overlay = {(float)(SCREEN_WIDTH / 2 - 200), 80, 400, 320}; - DrawRectangleRec(overlay, (Color){20, 20, 20, 240}); - DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, GOLD); + // 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, 20); - DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 15, 20, GOLD); - - // Column headers - DrawText("# Item", overlay.x + 20, overlay.y + 50, 14, GRAY); - DrawText("Type", overlay.x + 130, overlay.y + 50, 14, GRAY); - DrawText("Power", overlay.x + 210, overlay.y + 50, 14, GRAY); - DrawText("Action", overlay.x + 280, overlay.y + 50, 14, GRAY); + 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 = overlay.y + 75 + (i * 22); + int y_pos = start_y + (i * row_height); if (i < p->inventory_count && !p->inventory[i].picked_up) { - // Occupied slot const Item *item = &p->inventory[i]; - // Highlight selected + // Selection highlight if (i == selected) { - DrawRectangle((int)overlay.x + 10, y_pos - 2, (int)overlay.width - 20, 20, (Color){60, 60, 60, 255}); + 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 + 20, y_pos, 14, WHITE); + DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255}); // Item name const char *name = item_get_name(item); - DrawText(name, overlay.x + 50, y_pos, 14, WHITE); - - // Type - const char *type = (item->type == ITEM_POTION) ? "Potion" : (item->type == ITEM_WEAPON) ? "Weapon" : "Armor"; - Color type_color = (item->type == ITEM_POTION) ? PINK : (item->type == ITEM_WEAPON) ? YELLOW : BLUE; - DrawText(type, overlay.x + 130, y_pos, 14, type_color); + 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 + 210, y_pos, 14, YELLOW); + DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW); - // Action hint + // Action if (item->type == ITEM_POTION) { - DrawText("[U]se", overlay.x + 280, y_pos, 14, GREEN); + DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN); } else { - DrawText("[E]quip", overlay.x + 280, y_pos, 14, GOLD); + 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 + 20, y_pos, 14, (Color){60, 60, 60, 255}); + DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255}); } } - // Instructions - const char *hint = "WASD: Select | ENTER/U: Use | E: Equip | ESC: Close"; + // 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 + 290, 12, GRAY); + DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12, + (Color){65, 65, 65, 255}); +} + +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; + Color color = + texts[i].is_critical ? (Color){255, 200, 50, (int)(255 * alpha)} : (Color){255, 100, 100, (int)(255 * alpha)}; + + 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_game_over(void) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; - DrawRectangleRec(overlay, (Color){0, 0, 0, 200}); + DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); // Game over text const char *title = "GAME OVER"; @@ -247,8 +288,8 @@ void render_message(const char *message) { // Draw message box Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2 - 150), (float)(SCREEN_HEIGHT / 2 - 30), 300, 60}; - DrawRectangleRec(msg_bg, (Color){50, 50, 50, 230}); - DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, WHITE); + 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}); int msg_width = MeasureText(message, 20); DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE); diff --git a/src/render.h b/src/render.h index a172828..850c989 100644 --- a/src/render.h +++ b/src/render.h @@ -18,9 +18,15 @@ void render_items(const Item *items, int count); // Render UI overlay void render_ui(const Player *p); +// Render action log (bottom left corner) +void render_action_log(const char log[5][128], int count, int head); + // Render inventory selection overlay void render_inventory_overlay(const Player *p, int selected); +// Render floating damage text +void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y); + // Render game over screen void render_game_over(void);