forked from NotAShelf/rogged
- 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
255 lines
8.3 KiB
C
255 lines
8.3 KiB
C
#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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#include <stdio.h>
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void render_map(const Map *map) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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DrawRectangleRec(rect, DARKGRAY);
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break;
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case TILE_FLOOR:
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DrawRectangleRec(rect, BLACK);
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break;
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case TILE_STAIRS:
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DrawRectangleRec(rect, (Color){100, 100, 100, 255});
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// Draw stairs marker
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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break;
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}
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}
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}
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}
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void render_player(const Player *p) {
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Rectangle rect = {(float)(p->x * TILE_SIZE), (float)(p->y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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DrawRectangleRec(rect, BLUE);
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}
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void render_enemies(const Enemy *enemies, int count) {
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for (int i = 0; i < count; i++) {
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if (!enemies[i].alive)
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continue;
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Rectangle rect = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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// Different colors based on enemy type
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Color enemy_color;
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switch (enemies[i].type) {
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case ENEMY_GOBLIN:
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enemy_color = (Color){150, 50, 50, 255}; // dark red
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break;
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case ENEMY_SKELETON:
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enemy_color = (Color){200, 200, 200, 255}; // light gray
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break;
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case ENEMY_ORC:
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enemy_color = (Color){50, 150, 50, 255}; // dark green
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break;
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default:
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enemy_color = RED;
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break;
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}
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DrawRectangleRec(rect, enemy_color);
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// Draw hp bar above enemy
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int hp_percent = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
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if (hp_percent > 0) {
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Rectangle hp_bar = {(float)(enemies[i].x * TILE_SIZE), (float)(enemies[i].y * TILE_SIZE - 4), (float)hp_percent,
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3};
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DrawRectangleRec(hp_bar, GREEN);
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}
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}
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}
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void render_items(const Item *items, int count) {
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for (int i = 0; i < count; i++) {
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if (items[i].picked_up)
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continue;
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Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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// Different colors based on item type
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Color item_color;
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switch (items[i].type) {
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case ITEM_POTION:
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item_color = (Color){255, 100, 100, 255}; // red/pink
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break;
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case ITEM_WEAPON:
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item_color = (Color){255, 255, 100, 255}; // yellow
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break;
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case ITEM_ARMOR:
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item_color = (Color){100, 100, 255, 255}; // blue
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break;
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default:
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item_color = GREEN;
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break;
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}
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DrawRectangleRec(rect, item_color);
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}
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}
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void render_ui(const Player *p) {
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// UI background bar at bottom of screen
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Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60};
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DrawRectangleRec(ui_bg, (Color){30, 30, 30, 255});
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// Draw dividing line
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DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, GRAY);
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// Player hp
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char hp_text[32];
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snprintf(hp_text, sizeof(hp_text), "HP: %d/%d", p->hp, p->max_hp);
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DrawText(hp_text, 10, MAP_HEIGHT * TILE_SIZE + 10, 20, RED);
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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, 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, 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, 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, 440, MAP_HEIGHT * TILE_SIZE + 10, 16, GREEN);
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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 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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// Semi-transparent overlay
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Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
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DrawRectangleRec(overlay, (Color){0, 0, 0, 200});
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// Game over text
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const char *title = "GAME OVER";
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int title_width = MeasureText(title, 60);
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DrawText(title, (SCREEN_WIDTH - title_width) / 2, SCREEN_HEIGHT / 2 - 30, 60, RED);
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const char *subtitle = "Press R to restart or Q to quit";
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int sub_width = MeasureText(subtitle, 20);
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DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT / 2 + 40, 20, WHITE);
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}
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void render_message(const char *message) {
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if (message == NULL)
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return;
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// Draw message box
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Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2 - 150), (float)(SCREEN_HEIGHT / 2 - 30), 300, 60};
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DrawRectangleRec(msg_bg, (Color){50, 50, 50, 230});
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DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, WHITE);
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int msg_width = MeasureText(message, 20);
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DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE);
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}
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