forked from NotAShelf/rogged
player: add equipment slots and inventory overlay
- Weapon/armor equip slots persist until replaced - Numbered inventory overlay with I key - E to equip from inventory, U to use potions" Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I474acd676da3b768c1aac24f75f303e86a6a6964
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parent
e4926a86fe
commit
de2ce8ba43
4 changed files with 110 additions and 29 deletions
119
src/render.c
119
src/render.c
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@ -1,5 +1,6 @@
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#include "render.h"
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#include "common.h"
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#include "items.h"
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#include "raylib.h"
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#include "settings.h"
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#include <stddef.h>
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@ -114,47 +115,115 @@ void render_ui(const Player *p) {
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// Player attack
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char atk_text[32];
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snprintf(atk_text, sizeof(atk_text), "ATK: %d", p->attack);
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DrawText(atk_text, 150, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW);
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DrawText(atk_text, 120, MAP_HEIGHT * TILE_SIZE + 10, 20, YELLOW);
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// Floor number
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char floor_text[32];
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snprintf(floor_text, sizeof(floor_text), "Floor: %d", p->floor);
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DrawText(floor_text, 280, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE);
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DrawText(floor_text, 220, MAP_HEIGHT * TILE_SIZE + 10, 20, WHITE);
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// Defense stat
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char def_text[32];
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snprintf(def_text, sizeof(def_text), "DEF: %d", p->defense);
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DrawText(def_text, 420, MAP_HEIGHT * TILE_SIZE + 10, 20, BLUE);
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DrawText(def_text, 340, MAP_HEIGHT * TILE_SIZE + 10, 20, BLUE);
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// Inventory count
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char inv_text[32];
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snprintf(inv_text, sizeof(inv_text), "Inv: %d/%d", p->inventory_count, MAX_INVENTORY);
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DrawText(inv_text, 530, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
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DrawText(inv_text, 440, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
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// Show first item in inventory if any
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if (p->inventory_count > 0 && !p->inventory[0].picked_up) {
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const char *item_name = "";
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switch (p->inventory[0].type) {
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case ITEM_POTION:
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item_name = "Potion";
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break;
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case ITEM_WEAPON:
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item_name = "Weapon";
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break;
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case ITEM_ARMOR:
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item_name = "Armor";
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break;
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default:
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item_name = "?";
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break;
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}
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char first_item[48];
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snprintf(first_item, sizeof(first_item), "[%s +%d]", item_name, p->inventory[0].power);
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DrawText(first_item, 10, MAP_HEIGHT * TILE_SIZE + 35, 14, LIGHTGRAY);
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// Equipment display - second row
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int eq_y = MAP_HEIGHT * TILE_SIZE + 10;
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// Weapon slot
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if (p->has_weapon) {
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char weapon_text[48];
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snprintf(weapon_text, sizeof(weapon_text), "Wpn:[%s +%d]", item_get_name(&p->equipped_weapon),
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p->equipped_weapon.power);
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DrawText(weapon_text, 10, eq_y + 25, 14, YELLOW);
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} else {
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DrawText("Wpn:---", 10, eq_y + 25, 14, DARKGRAY);
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}
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// Armor slot
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if (p->has_armor) {
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char armor_text[48];
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snprintf(armor_text, sizeof(armor_text), "Arm:[%s +%d]", item_get_name(&p->equipped_armor),
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p->equipped_armor.power);
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DrawText(armor_text, 170, eq_y + 25, 14, BLUE);
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} else {
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DrawText("Arm:---", 170, eq_y + 25, 14, DARKGRAY);
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}
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// Controls hint
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DrawText("WASD: Move | U: Use Item | Q: Quit", 280, MAP_HEIGHT * TILE_SIZE + 35, 14, GRAY);
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DrawText("WASD:Move G:Pickup I:Inventory U:Use E:Equip Q:Quit", 330, eq_y + 25, 12, GRAY);
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}
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void render_inventory_overlay(const Player *p, int selected) {
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// Semi-transparent overlay
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Rectangle overlay = {(float)(SCREEN_WIDTH / 2 - 200), 80, 400, 320};
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DrawRectangleRec(overlay, (Color){20, 20, 20, 240});
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DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, GOLD);
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// Title
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const char *title = "INVENTORY";
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int title_w = MeasureText(title, 20);
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DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 15, 20, GOLD);
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// Column headers
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DrawText("# Item", overlay.x + 20, overlay.y + 50, 14, GRAY);
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DrawText("Type", overlay.x + 130, overlay.y + 50, 14, GRAY);
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DrawText("Power", overlay.x + 210, overlay.y + 50, 14, GRAY);
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DrawText("Action", overlay.x + 280, overlay.y + 50, 14, GRAY);
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// Draw each inventory slot
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char slot_text[64];
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for (int i = 0; i < MAX_INVENTORY; i++) {
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int y_pos = overlay.y + 75 + (i * 22);
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if (i < p->inventory_count && !p->inventory[i].picked_up) {
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// Occupied slot
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const Item *item = &p->inventory[i];
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// Highlight selected
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if (i == selected) {
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DrawRectangle((int)overlay.x + 10, y_pos - 2, (int)overlay.width - 20, 20, (Color){60, 60, 60, 255});
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}
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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 + 20, y_pos, 14, WHITE);
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// Item name
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const char *name = item_get_name(item);
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DrawText(name, overlay.x + 50, y_pos, 14, WHITE);
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// Type
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const char *type = (item->type == ITEM_POTION) ? "Potion" : (item->type == ITEM_WEAPON) ? "Weapon" : "Armor";
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Color type_color = (item->type == ITEM_POTION) ? PINK : (item->type == ITEM_WEAPON) ? YELLOW : BLUE;
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DrawText(type, overlay.x + 130, y_pos, 14, type_color);
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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 + 210, y_pos, 14, YELLOW);
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// Action hint
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if (item->type == ITEM_POTION) {
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DrawText("[U]se", overlay.x + 280, y_pos, 14, GREEN);
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} else {
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DrawText("[E]quip", overlay.x + 280, y_pos, 14, 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 + 20, y_pos, 14, (Color){60, 60, 60, 255});
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}
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}
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// Instructions
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const char *hint = "WASD: Select | ENTER/U: Use | E: Equip | 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 + 290, 12, GRAY);
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}
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void render_game_over(void) {
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