forked from NotAShelf/rogged
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14 changed files with 171 additions and 124 deletions
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@ -25,6 +25,7 @@ pub fn build(b: *std.Build) void {
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"src/main.c",
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"src/map.c",
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"src/player.c",
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"src/movement.c",
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"src/render.c",
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"src/rng.c",
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"src/settings.c",
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@ -1,11 +1,13 @@
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# Rogged
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Turn-based roguelike dungeon crawler, built in C99 and with a dash of Zig to
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serve as a learning opportunity. Rogged is basically a classic roguelike where
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you descend through floors of a procedurally generated dungeon, fighting
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enemies, managing inventory, and trying to reach the bottom alive.
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Turn-based, infinite roguelike dungeon crawler built with C99 and with a dash of
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Zig. Meant to serve primarily, but not exclusively, as a learning opportunity.
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Rogged is basically a classic roguelike where you descend through floors of a
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procedurally generated dungeon, fighting enemies, managing inventory, and trying
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to reach the bottom alive or die chasing a highscore!
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A non-exhaustive list of its (current) features:
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The game itself, be it the code or mechanics, is _heavily_ in development. For
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now, a non-exhaustive list of its (current) features are as follows:
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- Turn-based combat with damage variance, critical hits, dodge, and block
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mechanics
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@ -18,33 +20,27 @@ A non-exhaustive list of its (current) features:
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- Procedural audio via raylib
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- ASCII-inspired tile rendering, with HP bars and floating damage text
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**Controls:**
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| Key | Action |
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| ------------- | ----------------------------------- |
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| WASD / Arrows | Move or attack |
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| G | Pick up item |
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| I | Open inventory |
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| U | Use a potion |
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| E | Equip item from inventory |
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| D | Drop item |
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| Y / N | Confirm / decline descending stairs |
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| R | Restart (on game over) |
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| Q | Quit |
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There are still some features lacking polish, or lacking _any_ kind of attention
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to be viable. For a semi-complete list of things that need to be done, see the
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[future plans section](#future-plans).
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## Build Instructions
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Rogged is built with C99 and Zig. Besides `raylib` and `pkg-config` you will
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need a C compiler and basic Zig tooling. For now, we use C99 and Zig 0.15.2.
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Those might change in the future.
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Additionally you will need `clang-format` and `just` for the developer workflow
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if you plan to contribute.
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Rogged is built on a relatively simple stack. It uses C99 for the main game
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logic, and Zig for the combat library. Besides `raylib` and `pkg-config`, you
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only need the core Zig tooling. For now the required Zig version is 0.15.2, but
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this might change in the future. Additionally, you will need `clang-format` and
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`just` for common development tasks in the case you plan to contribute. For
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building, Zig is enough.
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### Using Nix (Recommended)
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The recommended developer tooling is [Nix](https://nixos.org). This provides a
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pure, reproducible devshell across all machines.
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The _recommended_ way of developing this project is using
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[Nix](https://nixos.org) and relying on devshells for pure, reproducible
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developer environment across all machines.
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If you are a [Direnv](https://direnv.net) user, you may simply run
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`direnv allow` or you may use `nix develop` to enter the default shell.
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```sh
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# Enter the development shell
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@ -56,6 +52,9 @@ $ just dev
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### Manual Build
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If you are allergic to good tooling and would rather use your system Zig, you
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may simply invoke `zig build` after acquiring Zig 0.15.2.
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```sh
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# Full build
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$ zig build
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@ -67,6 +66,8 @@ $ zig build run
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$ just dev
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```
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The Justfile provides commands that work across both methods.
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### Task Runner Commands
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There's a `Justfile` designed to make common tasks somewhat easier. For now,
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@ -84,10 +85,14 @@ If the project gets more complicated, new tasks might be added.
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## Future Plans
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The game is currently **playable end-to-end** but it lacks _serious_ polish to
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claim its place as a fun roguelike. Some of the features I'd like to introduce,
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in no particular order, are as follows:
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The game is currently **playable end-to-end**, but it lacks a fair bit of polish
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to claim its place as a fun, engaging roguelike you can just boot up and play.
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Some of the features that are planned for the future, in no particular order,
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are as follows:
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- [ ] **Better enemy AI** - The current AI is very simple.
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- [ ] **Fog of War** - Instead of loading the entire map, let the player
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discover the rooms
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- [ ] **Save / Load system** - Persist and restore game state between sessions
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- [ ] **More enemy variety** - Additional enemy types with unique abilities
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- [ ] **More item variety** - Rings, wands, scrolls, and cursed items
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@ -100,8 +105,9 @@ in no particular order, are as follows:
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- [ ] **UI polish** - Better message log history, item descriptions, death
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screen
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In addition, it might be interesting to allow customizing the "world state" by
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as scripting API. Though, that is for much later.
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Later down the line it might be an interesting choice to provide a scripting
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API, likely with Lua, to allow customizing the game state and events. Though,
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that is for much later.
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## Attributions
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@ -118,4 +124,6 @@ Additionally, _huge_ thanks to [Raylib] for how easy it made graphics and audio.
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This was perhaps my best experience in developing a graphical application, and
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CERTAINLY the most ergonomic when it comes to writing a game.
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---
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_I got rogged :/_
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@ -4,6 +4,10 @@
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#include "settings.h"
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#include <raylib.h>
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typedef struct {
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int x, y;
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} Vec2;
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// Tile types
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typedef enum { TILE_WALL, TILE_FLOOR, TILE_STAIRS } TileType;
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@ -57,7 +61,7 @@ typedef struct {
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// Player
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typedef struct {
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int x, y;
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Vec2 position;
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int hp, max_hp;
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int attack;
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int defense;
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@ -83,7 +87,7 @@ typedef enum { ENEMY_GOBLIN, ENEMY_SKELETON, ENEMY_ORC } EnemyType;
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// Enemy
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typedef struct {
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int x, y;
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Vec2 position;
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int hp;
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int max_hp;
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int attack;
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49
src/enemy.c
49
src/enemy.c
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@ -2,6 +2,7 @@
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#include "combat.h"
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#include "common.h"
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#include "map.h"
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#include "movement.h"
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#include "rng.h"
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#include <string.h>
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@ -29,7 +30,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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get_random_floor_tile(map, &ex, &ey, 50);
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// Don't spawn on player position
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if (ex == p->x && ey == p->y) {
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if (ex == p->position.x && ey == p->position.y) {
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continue;
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}
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@ -41,8 +42,8 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Create enemy
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Enemy e;
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memset(&e, 0, sizeof(Enemy));
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e.x = ex;
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e.y = ey;
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e.position.x = ex;
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e.position.y = ey;
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e.alive = 1;
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e.type = rng_int(ENEMY_GOBLIN, max_type);
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e.effect_count = 0;
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@ -127,7 +128,7 @@ void enemy_spawn(Enemy enemies[], int *count, Map *map, Player *p, int floor) {
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// Check if position has an enemy
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int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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for (int i = 0; i < count; i++) {
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if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y) {
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if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y) {
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return 1;
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}
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}
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@ -136,45 +137,37 @@ int is_enemy_at(const Enemy *enemies, int count, int x, int y) {
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// Check if enemy can see player (adjacent)
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static int can_see_player(Enemy *e, Player *p) {
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int dx = p->x - e->x;
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int dy = p->y - e->y;
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int dx = p->position.x - e->position.x;
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int dy = p->position.y - e->position.y;
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return (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1);
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}
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// Check if position is occupied by player
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static int is_player_at(Player *p, int x, int y) {
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return (p->x == x && p->y == y);
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}
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// Move enemy toward player
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static void enemy_move_toward_player(Enemy *e, Player *p, Map *map, Enemy *all_enemies, int enemy_count) {
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int dx = 0, dy = 0;
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if (p->x > e->x)
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if (p->position.x > e->position.x)
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dx = 1;
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else if (p->x < e->x)
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else if (p->position.x < e->position.x)
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dx = -1;
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if (p->y > e->y)
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if (p->position.y > e->position.y)
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dy = 1;
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else if (p->y < e->y)
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else if (p->position.y < e->position.y)
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dy = -1;
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// Try horizontal first, then vertical
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int new_x = e->x + dx;
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int new_y = e->y;
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Vec2 dir = {dx, 0};
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if (dx != 0) {
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MoveResult r = try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
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if (r == MOVE_RESULT_MOVED)
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return;
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}
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if (dx != 0 && is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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} else if (dy != 0) {
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new_x = e->x;
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new_y = e->y + dy;
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if (is_floor(map, new_x, new_y) && !is_enemy_at(all_enemies, enemy_count, new_x, new_y) &&
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!is_player_at(p, new_x, new_y)) {
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e->x = new_x;
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e->y = new_y;
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}
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dir.x = 0;
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dir.y = dy;
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if (dy != 0) {
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try_move_entity(&e->position, dir, map, p, all_enemies, enemy_count, false);
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}
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}
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73
src/main.c
73
src/main.c
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@ -4,6 +4,7 @@
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#include "enemy.h"
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#include "items.h"
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#include "map.h"
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#include "movement.h"
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#include "player.h"
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#include "raylib.h"
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#include "render.h"
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@ -117,8 +118,8 @@ static void init_floor(GameState *gs, int floor_num) {
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gs->floors_reached = 1;
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} else {
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// Move player to new floor position
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gs->player.x = start_x;
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gs->player.y = start_y;
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gs->player.position.x = start_x;
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gs->player.position.y = start_y;
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}
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gs->player.floor = floor_num;
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@ -137,7 +138,8 @@ static void tick_all_effects(GameState *gs) {
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// Player effects
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int player_effect_dmg = combat_tick_effects(&gs->player);
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if (player_effect_dmg > 0) {
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, player_effect_dmg, 0);
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spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE, player_effect_dmg,
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0);
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gs->screen_shake = SHAKE_EFFECT_DURATION;
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}
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@ -155,7 +157,7 @@ static void tick_all_effects(GameState *gs) {
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continue;
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int enemy_effect_dmg = combat_tick_enemy_effects(e);
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if (enemy_effect_dmg > 0) {
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spawn_floating_text(gs, e->x * TILE_SIZE + 8, e->y * TILE_SIZE, enemy_effect_dmg, 0);
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spawn_floating_text(gs, e->position.x * TILE_SIZE + 8, e->position.y * TILE_SIZE, enemy_effect_dmg, 0);
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}
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if (!e->alive) {
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add_log(gs, "Enemy died from effects!");
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@ -173,7 +175,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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return;
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// Check if stepped on stairs
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if (gs->map.tiles[gs->player.y][gs->player.x] == TILE_STAIRS) {
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if (gs->map.tiles[gs->player.position.y][gs->player.position.x] == TILE_STAIRS) {
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gs->awaiting_descend = 1;
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gs->last_message = "Descend to next floor? (Y/N)";
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gs->message_timer = 120;
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@ -182,8 +184,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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// combat feedback - player attacked an enemy this turn
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if (attacked_enemy != NULL) {
|
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int ex = attacked_enemy->x * TILE_SIZE + 8;
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int ey = attacked_enemy->y * TILE_SIZE;
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int ex = attacked_enemy->position.x * TILE_SIZE + 8;
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int ey = attacked_enemy->position.y * TILE_SIZE;
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if (combat_was_dodged()) {
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spawn_floating_label(gs, ex, ey, LABEL_DODGE, EFFECT_NONE);
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|
@ -224,8 +226,8 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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gs->screen_shake = SHAKE_PLAYER_DAMAGE_DURATION;
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gs->damage_taken += combat_get_last_damage();
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gs->times_hit++;
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spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(),
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combat_was_critical());
|
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spawn_floating_text(gs, gs->player.position.x * TILE_SIZE + 8, gs->player.position.y * TILE_SIZE,
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combat_get_last_damage(), combat_was_critical());
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}
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// Set message and check game over
|
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|
@ -388,7 +390,7 @@ static int handle_movement_input(GameState *gs) {
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|
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// Check for manual item pickup (G key)
|
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if (IsKeyPressed(KEY_G)) {
|
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y);
|
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Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.position.x, gs->player.position.y);
|
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if (item != NULL) {
|
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if (player_pickup(&gs->player, item)) {
|
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gs->items_collected++;
|
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|
@ -417,38 +419,45 @@ static int handle_movement_input(GameState *gs) {
|
|||
}
|
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}
|
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|
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// Movement: use IsKeyDown for held-key repeat
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int dx = 0, dy = 0;
|
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
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dy = -1;
|
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else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
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dy = 1;
|
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else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
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dx = -1;
|
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else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
|
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dx = 1;
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||||
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if (dx == 0 && dy == 0)
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Vec2 direction = {0, 0};
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if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))
|
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direction.y = -1;
|
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else if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))
|
||||
direction.y = 1;
|
||||
else if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))
|
||||
direction.x = -1;
|
||||
else if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))
|
||||
direction.x = 1;
|
||||
|
||||
if (direction.x == 0 && direction.y == 0)
|
||||
return 0;
|
||||
|
||||
// Reset combat event before player acts
|
||||
combat_reset_event();
|
||||
|
||||
int new_x = gs->player.x + dx;
|
||||
int new_y = gs->player.y + dy;
|
||||
|
||||
int new_x = gs->player.position.x + direction.x;
|
||||
int new_y = gs->player.position.y + direction.y;
|
||||
|
||||
Enemy *target = NULL;
|
||||
int action = 0;
|
||||
|
||||
// Attack enemy at target tile, or move into it
|
||||
Enemy *target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
|
||||
if (target != NULL) {
|
||||
player_attack(&gs->player, target);
|
||||
MoveResult result =
|
||||
try_move_entity(&gs->player.position, direction, &gs->map, &gs->player, gs->enemies, gs->enemy_count, true);
|
||||
if (result == MOVE_RESULT_MOVED) {
|
||||
player_on_move(&gs->player);
|
||||
action = 1;
|
||||
} else {
|
||||
action = player_move(&gs->player, dx, dy, &gs->map);
|
||||
} else if (result == MOVE_RESULT_BLOCKED_ENEMY) {
|
||||
target = player_find_enemy_at(gs->enemies, gs->enemy_count, new_x, new_y);
|
||||
if (target != NULL) {
|
||||
player_attack(&gs->player, target);
|
||||
action = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (action)
|
||||
post_action(gs, target); // target is NULL on move, enemy ptr on attack
|
||||
post_action(gs, target);
|
||||
|
||||
return action;
|
||||
}
|
||||
|
|
@ -496,6 +505,8 @@ static void game_loop(void) {
|
|||
GameState gs;
|
||||
memset(&gs, 0, sizeof(GameState));
|
||||
load_audio_assets(&gs);
|
||||
// entities
|
||||
Texture2D player_tile = LoadTexture("./assets/entities/player_white.png");
|
||||
// Initialize first floor
|
||||
rng_seed(12345);
|
||||
init_floor(&gs, 1);
|
||||
|
|
@ -543,7 +554,7 @@ static void game_loop(void) {
|
|||
render_map(&gs.map);
|
||||
render_items(gs.items, gs.item_count);
|
||||
render_enemies(gs.enemies, gs.enemy_count);
|
||||
render_player(&gs.player);
|
||||
render_player(&gs.player, &player_tile);
|
||||
EndMode2D();
|
||||
|
||||
// Floating texts follow world shake
|
||||
|
|
|
|||
29
src/movement.c
Normal file
29
src/movement.c
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#include "movement.h"
|
||||
#include "enemy.h"
|
||||
#include "map.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
// Check if position is occupied by player
|
||||
static int is_player_at(Player *p, int x, int y) {
|
||||
return (p->position.x == x && p->position.y == y);
|
||||
}
|
||||
|
||||
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
|
||||
bool moving_is_player) {
|
||||
int new_x = p->x + direction.x;
|
||||
int new_y = p->y + direction.y;
|
||||
|
||||
if (!is_floor(map, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_WALL;
|
||||
|
||||
if (is_enemy_at(enemies, enemy_count, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_ENEMY;
|
||||
if (!moving_is_player) {
|
||||
if (is_player_at(player, new_x, new_y))
|
||||
return MOVE_RESULT_BLOCKED_PLAYER;
|
||||
}
|
||||
|
||||
p->x = new_x;
|
||||
p->y = new_y;
|
||||
return MOVE_RESULT_MOVED;
|
||||
}
|
||||
17
src/movement.h
Normal file
17
src/movement.h
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#ifndef MOVEMENT_H
|
||||
#define MOVEMENT_H
|
||||
|
||||
#include "common.h"
|
||||
|
||||
typedef enum {
|
||||
MOVE_RESULT_MOVED,
|
||||
MOVE_RESULT_BLOCKED_WALL,
|
||||
MOVE_RESULT_BLOCKED_PLAYER,
|
||||
MOVE_RESULT_BLOCKED_ENEMY
|
||||
} MoveResult;
|
||||
|
||||
// Attempts to move entity in a given direction. Returns outcome of action.
|
||||
MoveResult try_move_entity(Vec2 *p, Vec2 direction, Map *map, Player *player, Enemy *enemies, int enemy_count,
|
||||
bool moving_is_player);
|
||||
|
||||
#endif // MOVEMENT_H
|
||||
31
src/player.c
31
src/player.c
|
|
@ -2,15 +2,12 @@
|
|||
#include "combat.h"
|
||||
#include "common.h"
|
||||
#include "items.h"
|
||||
#include "map.h"
|
||||
#include "settings.h"
|
||||
#include "utils.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
void player_init(Player *p, int x, int y) {
|
||||
p->x = x;
|
||||
p->y = y;
|
||||
p->position.x = x;
|
||||
p->position.y = y;
|
||||
p->hp = PLAYER_BASE_HP;
|
||||
p->max_hp = PLAYER_BASE_HP;
|
||||
p->attack = PLAYER_BASE_ATTACK;
|
||||
|
|
@ -43,36 +40,20 @@ Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y) {
|
|||
if (count > MAX_ENEMIES)
|
||||
count = MAX_ENEMIES;
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (enemies[i].alive && enemies[i].x == x && enemies[i].y == y)
|
||||
if (enemies[i].alive && enemies[i].position.x == x && enemies[i].position.y == y)
|
||||
return &enemies[i];
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
int player_move(Player *p, int dx, int dy, Map *map) {
|
||||
int new_x = p->x + dx;
|
||||
int new_y = p->y + dy;
|
||||
|
||||
// Check bounds
|
||||
if (!in_bounds(new_x, new_y, MAP_WIDTH, MAP_HEIGHT))
|
||||
return 0;
|
||||
|
||||
// Check if walkable
|
||||
if (!is_floor(map, new_x, new_y))
|
||||
return 0;
|
||||
|
||||
// Move player
|
||||
p->x = new_x;
|
||||
p->y = new_y;
|
||||
void player_on_move(Player *p) {
|
||||
p->step_count += 1;
|
||||
// Regen suppressed while poisoned, bleeding, or burning
|
||||
if (p->step_count % REGEN_STEP_INTERVAL == 0 && p->hp < p->max_hp &&
|
||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_POISON) &&
|
||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_BLEED) &&
|
||||
!combat_has_effect(p->effects, p->effect_count, EFFECT_BURN)) {
|
||||
p->hp += 1;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void player_attack(Player *p, Enemy *e) {
|
||||
|
|
@ -228,8 +209,8 @@ int player_drop_item(Player *p, int inv_index, Item *items, int item_count) {
|
|||
if (items[i].picked_up) {
|
||||
// Place dropped item at this position
|
||||
items[i] = *item;
|
||||
items[i].x = p->x;
|
||||
items[i].y = p->y;
|
||||
items[i].x = p->position.x;
|
||||
items[i].y = p->position.y;
|
||||
items[i].picked_up = 0;
|
||||
// Remove from inventory
|
||||
player_remove_inventory_item(p, inv_index);
|
||||
|
|
|
|||
|
|
@ -6,8 +6,8 @@
|
|||
// Initialize player at position
|
||||
void player_init(Player *p, int x, int y);
|
||||
|
||||
// Move player to (x+dx, y+dy); returns 1 if moved, 0 if blocked
|
||||
int player_move(Player *p, int dx, int dy, Map *map);
|
||||
// Apply status effects, healing, etc
|
||||
void player_on_move(Player *p);
|
||||
|
||||
// Find a living enemy at tile (x, y); returns NULL if none
|
||||
Enemy *player_find_enemy_at(Enemy *enemies, int count, int x, int y);
|
||||
|
|
|
|||
17
src/render.c
17
src/render.c
|
|
@ -29,9 +29,12 @@ void render_map(const Map *map) {
|
|||
}
|
||||
}
|
||||
|
||||
void render_player(const Player *p) {
|
||||
Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
|
||||
DrawRectangleRec(rect, BLUE);
|
||||
void render_player(const Player *p, Texture2D *ptile) {
|
||||
//Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
|
||||
// (float)TILE_SIZE};
|
||||
//DrawRectangleRec(rect, BLUE);
|
||||
|
||||
DrawTexture(*ptile, (float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (Color){255, 255, 255, 255});
|
||||
}
|
||||
|
||||
void render_enemies(const Enemy *enemies, int count) {
|
||||
|
|
@ -39,8 +42,8 @@ void render_enemies(const Enemy *enemies, int count) {
|
|||
if (!enemies[i].alive)
|
||||
continue;
|
||||
|
||||
Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE,
|
||||
(float)TILE_SIZE};
|
||||
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;
|
||||
|
|
@ -72,8 +75,8 @@ void render_enemies(const Enemy *enemies, int count) {
|
|||
bar_color = (Color){200, 180, 40, 255}; // yellow
|
||||
else
|
||||
bar_color = (Color){200, 60, 60, 255}; // red
|
||||
Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_pixels,
|
||||
3};
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -77,7 +77,7 @@
|
|||
void render_map(const Map *map);
|
||||
|
||||
// Render the player
|
||||
void render_player(const Player *p);
|
||||
void render_player(const Player *p, Texture2D *ptile);
|
||||
|
||||
// Render all enemies
|
||||
void render_enemies(const Enemy *enemies, int count);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue