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|
use std::{
f32,
hash::{DefaultHasher, Hash, Hasher},
io::Write,
time::Duration,
};
use dungeon::{
Dungeon,
entity::{Entity, EntityKind, Item, PLAYER_INVENTORY_SIZE, Player},
map::{Floor, MAP_SIZE, Tile},
pos::{Direction, Pos},
};
use raylib::{
RaylibHandle, RaylibThread,
camera::Camera2D,
color::Color,
math::{Rectangle, Vector2},
prelude::{RaylibDraw, RaylibMode2DExt, RaylibScissorModeExt, RaylibTextureModeExt},
texture::{RaylibTexture2D, RenderTexture2D, Texture2D},
};
use crate::timer::Timer;
macro_rules! downcast {
($usize:expr, $type:ty) => {
<$type>::try_from($usize).unwrap_or(<$type>::MAX)
};
}
macro_rules! rect {
{$x:expr, $y:expr, $w:expr, $h:expr $(,)?} => {
::raylib::math::Rectangle {
x: ($x) as f32,
y: ($y) as f32,
width: ($w) as f32,
height: ($h) as f32,
}
};
}
macro_rules! vec2 {
{$x:expr, $y:expr $(,)?} => {
::raylib::math::Vector2 {
x: ($x) as f32,
y: ($y) as f32,
}
};
}
macro_rules! draw_text {
($self:ident, $r:expr, $x:expr, $y:expr, $($arg:tt)*) => {{
let mut buffer = [0u8; MAX_TEXT_LEN];
let _ = writeln!(&mut buffer[..], $($arg)*);
$self.draw_text($r, &buffer, $x, $y);
}};
}
macro_rules! load_texture {
($handle:expr, $thread:expr, $filepath:expr) => {
if cfg!(any(feature = "static", target_arch = "wasm32")) {
let bytes = include_bytes!(concat!("../../", $filepath));
let image = ::raylib::texture::Image::load_image_from_mem(".bmp", bytes)?;
$handle.load_texture_from_image($thread, &image)?
} else {
$handle.load_texture($thread, $filepath)?
}
};
}
/// The baseline size of all ingame sprites and tile textures
const TEXTURE_SIZE: u16 = 16;
/// The height of the wall (offset between tile layers)
const WALL_HEIGHT: u16 = 7;
/// The (prefered) view distance of the game
const VIEW_DISTANCE: u16 = 9;
/// The size of padding in the UI
const UI_PADDING: u16 = TEXTURE_SIZE / 2;
/// The size of the font
const FONT_SIZE: u16 = TEXTURE_SIZE;
/// The height of the UI
const UI_HEIGHT: u16 = (UI_PADDING + FONT_SIZE) * 3;
/// The size of a tile drawn to the screen
const TILE_SIZE: u16 = TEXTURE_SIZE * 2;
/// The render height of the screen
pub const RENDER_HEIGHT: u16 = UI_HEIGHT + (TILE_SIZE * VIEW_DISTANCE);
/// The render width of the screen
pub const RENDER_WIDTH: u16 = RENDER_HEIGHT * 4 / 3;
// Tile atlas.bmp textures
const ATLAS_WALL_SIDE: (u16, u16) = (0, 0);
const ATLAS_FLOOR: (u16, u16) = (1, 0);
const ATLAS_STAIR: (u16, u16) = (2, 0);
const ATLAS_WALL_TOP: (u16, u16) = (3, 0);
const ATLAS_WALL_EDGE: (u16, u16) = (0, 1);
// UI atlas.bmp textures
const ATLAS_INV_CONTAINER: (u16, u16) = (1, 1);
const ATLAS_HEART_ICON: (u16, u16) = (2, 1);
const ATLAS_DAMAGE_ICON: (u16, u16) = (3, 1);
// Floor ext accent textures
const ATLAS_FLOOR_EXT1: (u16, u16) = (0, 2);
const ATLAS_FLOOR_EXT2: (u16, u16) = (1, 2);
const ATLAS_FLOOR_EXT3: (u16, u16) = (2, 2);
const ATLAS_FLOOR_EXT4: (u16, u16) = (3, 2);
// Misc atlas.bmp textures
//const ATLAS_ERROR: (u16, u16) = (3, 3);
/// Full source rec for any texture
const FULL_SOURCE_REC: Rectangle = rect! {
0.0,
0.0,
TEXTURE_SIZE,
TEXTURE_SIZE,
};
/* Precomputed UI text rows */
const UI_ROW1: u16 = UI_PADDING;
const UI_ROW2: u16 = UI_ROW1 + FONT_SIZE + UI_PADDING;
const UI_ROW3: u16 = UI_ROW2 + FONT_SIZE + UI_PADDING;
/* Precomputed UI text columns */
const UI_COL1: u16 = UI_PADDING;
const UI_COL2: u16 = UI_COL1 + FONT_SIZE * 10;
/// The maxmimum length any text string can be
const MAX_TEXT_LEN: usize = 16;
struct Textures {
// Tilemap
atlas: Texture2D,
// Entity
player: Texture2D,
zombie: Texture2D,
// Misc
error: Texture2D,
// Fonts
font: Texture2D,
}
impl Textures {
fn new(handle: &mut RaylibHandle, thread: &RaylibThread) -> crate::Result<Self> {
let atlas = load_texture!(handle, thread, "assets/atlas.bmp");
let player = load_texture!(handle, thread, "assets/player.bmp");
let zombie = load_texture!(handle, thread, "assets/zombie.bmp");
let error = load_texture!(handle, thread, "assets/error.bmp");
let font = load_texture!(handle, thread, "assets/font.bmp");
Ok(Self {
atlas,
player,
zombie,
error,
font,
})
}
const fn item_texture(&self, _item: Item) -> &Texture2D {
// TODO: make item textures
&self.error
}
}
pub struct Renderer {
/* Persistant Render Data */
/// All loaded image resources/textures
textures: Textures,
/// Top layer of the tilemap (walls)
tilemap_fg: RenderTexture2D,
/// Bottom layer of the tilemap (floor and half-height walls)
tilemap_bg: RenderTexture2D,
/// Tilemap texture used for the minimap
tilemap_mm: RenderTexture2D,
/// Last computed hash of the tilemap (floor)
tiles_hash: Option<u64>,
/// Framebuffer to render the whole (unscaled) game to
framebuffer: Option<RenderTexture2D>,
/// Show debug UI
debug: bool,
/// Frame timer
timer: Timer,
}
impl Renderer {
pub fn new(handle: &mut RaylibHandle, thread: &RaylibThread) -> crate::Result<Self> {
// Load resources
let textures = Textures::new(handle, thread)?;
// Load render textures
let tex_size = (MAP_SIZE * TEXTURE_SIZE) as u32;
let tilemap_fg = handle.load_render_texture(thread, tex_size, tex_size)?;
let tilemap_bg = handle.load_render_texture(thread, tex_size, tex_size)?;
let tilemap_mm =
handle.load_render_texture(thread, MAP_SIZE as u32, MAP_SIZE as u32)?;
let framebuffer = handle.load_render_texture(
thread,
RENDER_WIDTH as u32,
RENDER_HEIGHT as u32,
)?;
Ok(Self {
textures,
tilemap_fg,
tilemap_bg,
tilemap_mm,
tiles_hash: None,
framebuffer: Some(framebuffer),
debug: false,
timer: Timer::new(),
})
}
pub const fn toggle_debug(&mut self) {
self.debug = !self.debug;
}
pub const fn delta_time(&self) -> Duration {
self.timer.delta_time()
}
pub fn draw_frame(
&mut self,
handle: &mut RaylibHandle,
t: &RaylibThread,
dungeon: &Dungeon,
) {
let render_width = handle.get_render_width() as f32;
let render_height = handle.get_render_height() as f32;
// Start the frame
let mut r = handle.begin_drawing(t);
// Update render info before drawing
self.timer.update();
// Update cached tilemaps
self.update_tilemaps(&mut r, t, &dungeon.floor);
// Draw the frame to the framebuffer
if let Some(mut fb) = self.framebuffer.take() {
// Draw the dungeon and UI
{
let mut rt = r.begin_texture_mode(t, &mut fb);
rt.clear_background(Color::BLACK);
self.draw_dungeon(&mut rt, dungeon);
self.draw_ui(&mut rt, dungeon);
}
// Draw and scale the fb to the screen
r.clear_background(Color::BLACK);
let source_rec = rect! {
0, 0, RENDER_WIDTH, -RENDER_HEIGHT.cast_signed(),
};
let scale = (render_width / RENDER_WIDTH as f32)
.min(render_height / RENDER_HEIGHT as f32);
let dest_rec = rect! {
(render_width - (RENDER_WIDTH as f32 * scale))/2.0,
(render_height - (RENDER_HEIGHT as f32 * scale))/2.0,
RENDER_WIDTH as f32 * scale,
RENDER_HEIGHT as f32 * scale,
};
r.draw_texture_pro(&fb, source_rec, dest_rec, Vector2::ZERO, 0.0, Color::WHITE);
// Restore the fb
self.framebuffer = Some(fb);
}
}
/// Draws the game dungeon
fn draw_dungeon<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw + RaylibMode2DExt,
{
let camera = dungeon.render_camera();
let mut rc = r.begin_mode2D(camera);
self.draw_bg_tilemap(&mut rc);
if self.debug {
rc.draw_pathing_deug(dungeon);
}
self.draw_entities(&mut rc, dungeon);
self.draw_fg_tilemap(&mut rc);
}
/// Updates all tilemaps
fn update_tilemaps<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let current_hash = floor.hash();
if let Some(old_hash) = self.tiles_hash
&& old_hash == current_hash
{
// Textures are up to date
return;
}
self.tiles_hash = Some(current_hash);
self.update_fg_tilemap(r, t, floor);
self.update_bg_tilemap(r, t, floor);
self.update_mm_tilemap(r, t, floor);
}
/// Draws the foregound tile map
fn update_fg_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let mut rt = r.begin_texture_mode(t, &mut self.tilemap_fg);
rt.clear_background(Color::BLANK);
for pos in Pos::values() {
let (xs, ys) = (pos.x() * TEXTURE_SIZE, pos.y() * TEXTURE_SIZE);
// fg layer only draws a top walls
if floor.get(pos) != Tile::Wall {
continue;
}
// draw base wall top texture
rt.draw_atlas(
&self.textures.atlas,
ATLAS_WALL_TOP,
xs,
ys,
TEXTURE_SIZE,
0.0,
Color::WHITE,
);
// draw top wall borders
let is_wall =
|dir| pos.step(dir).map_or(Tile::Wall, |p| floor.get(p)).is_wall();
if !is_wall(Direction::North) {
rt.draw_atlas(
&self.textures.atlas,
ATLAS_WALL_EDGE,
xs,
ys,
TEXTURE_SIZE,
0.0,
Color::WHITE,
);
}
if !is_wall(Direction::East) {
rt.draw_atlas(
&self.textures.atlas,
ATLAS_WALL_EDGE,
xs,
ys,
TEXTURE_SIZE,
90.0,
Color::WHITE,
);
}
if !is_wall(Direction::South) {
rt.draw_atlas(
&self.textures.atlas,
ATLAS_WALL_EDGE,
xs,
ys,
TEXTURE_SIZE,
180.0,
Color::WHITE,
);
}
if !is_wall(Direction::West) {
rt.draw_atlas(
&self.textures.atlas,
ATLAS_WALL_EDGE,
xs,
ys,
TEXTURE_SIZE,
270.0,
Color::WHITE,
);
}
}
}
/// Draws the foregound tile map
fn update_bg_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let mut rt = r.begin_texture_mode(t, &mut self.tilemap_bg);
rt.clear_background(Color::BLACK);
for pos in Pos::values() {
let (x, y) = pos.xy();
let tile = floor.get(pos);
let idx = match tile {
Tile::Wall if y + 1 == MAP_SIZE => ATLAS_WALL_TOP,
Tile::Wall => ATLAS_WALL_SIDE,
Tile::Room | Tile::Hallway => ATLAS_FLOOR,
Tile::Stairs => ATLAS_STAIR,
//_ => ATLAS_ERROR,
};
rt.draw_atlas(
&self.textures.atlas,
idx,
x * TEXTURE_SIZE,
y * TEXTURE_SIZE,
TEXTURE_SIZE,
0.0,
Color::WHITE,
);
if idx == ATLAS_FLOOR {
// add possible extentions
let mut hasher = DefaultHasher::new();
pos.hash(&mut hasher);
let idx_ext = match hasher.finish() % 20 {
0 => Some(ATLAS_FLOOR_EXT1),
5 => Some(ATLAS_FLOOR_EXT2),
10 => Some(ATLAS_FLOOR_EXT3),
15 => Some(ATLAS_FLOOR_EXT4),
_ => None,
};
if let Some(idx) = idx_ext {
rt.draw_atlas(
&self.textures.atlas,
idx,
x * TEXTURE_SIZE,
y * TEXTURE_SIZE,
TEXTURE_SIZE,
0.0,
Color::WHITE,
);
}
}
}
}
/// Draws the foregound tile map
fn update_mm_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let mut rt = r.begin_texture_mode(t, &mut self.tilemap_mm);
rt.clear_background(Color::DARKGRAY);
for pos in Pos::values() {
let (x, y) = pos.xy();
let tile = floor.get(pos);
let color = match tile {
Tile::Wall => Color::DARKGRAY,
Tile::Room => Color::GRAY,
Tile::Hallway => Color::GRAY,
Tile::Stairs => Color::WHITE,
};
rt.draw_pixel(x.into(), y.into(), color);
}
}
/// Draw dungeon tiles (foreground layer)
fn draw_fg_tilemap<R>(&self, r: &mut R)
where
R: RaylibDraw,
{
r.draw_tilemap(
&self.tilemap_fg,
0u16,
0u16,
TILE_SIZE / TEXTURE_SIZE,
WALL_HEIGHT,
);
}
/// Draw dungeon tiles (background layer)
fn draw_bg_tilemap<R>(&self, r: &mut R)
where
R: RaylibDraw,
{
r.draw_tilemap(&self.tilemap_bg, 0u16, 0u16, TILE_SIZE / TEXTURE_SIZE, 0);
}
/// Draws the entities on the map
fn draw_entities<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw,
{
for enemy in &dungeon.entities {
self.draw_entity(r, enemy);
}
self.draw_entity(r, &dungeon.player.entity);
}
/// Draws an entity
fn draw_entity<R>(&self, r: &mut R, entity: &Entity)
where
R: RaylibDraw,
{
let size = TILE_SIZE as f32;
let (fx, fy) = entity.fpos.xy();
let texture = match entity.kind {
EntityKind::Player => &self.textures.player,
EntityKind::Zombie(_) => &self.textures.zombie,
_ => &self.textures.error,
};
let (mut ax, ay) = match entity.dir {
Direction::North => (0, 0),
Direction::South => (0, 1),
Direction::East => (1, 0),
Direction::West => (1, 1),
};
if (self.timer.since_start().as_millis() / 250).is_multiple_of(2) {
// entity animtion frame every 250 millis
ax += 2;
}
let dest_rec = rect! {
fx * size,
fy * size,
size,
size,
};
r.draw_atlas(
texture,
(ax, ay),
dest_rec.x,
dest_rec.y - WALL_HEIGHT as f32,
size,
0.0,
Color::WHITE,
);
if self.debug {
r.draw_rectangle_lines_ex(dest_rec, 1.0, Color::YELLOW);
}
}
/// Draws player HP, inventory, and floor number
fn draw_ui<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw,
{
// Draw UI base rect
r.draw_rectangle_ext(0, 0, RENDER_WIDTH, UI_HEIGHT, Color::BLACK);
if self.debug {
self.draw_debug_ui(r, dungeon);
} else {
// Draw core ui components
self.draw_minimap(r, dungeon);
self.draw_inventory(r, &dungeon.player);
self.draw_stats(r, &dungeon.player);
}
if let Some(buf) = dungeon.msg.current() {
self.draw_msg(r, buf);
}
}
/// Draw in game minimap
fn draw_minimap<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw + RaylibScissorModeExt,
{
const Y: u16 = UI_PADDING;
// Draw MAP vert text
const TEXT_X: u16 = UI_PADDING;
self.draw_text_vertical(r, b"MAP", TEXT_X, Y);
// Base coords for the minimap
const MINIMAP_X: u16 = TEXT_X + FONT_SIZE + UI_PADDING;
const MAX_MINIMAP_SIZE: u16 = FONT_SIZE * 3;
const EXTRA_PIXELS: u16 = MAP_SIZE.saturating_sub(MAX_MINIMAP_SIZE) + 1;
// Get the real coords of the minimap (offset)
let offset_x = (dungeon.player.entity.pos.x() / (MAP_SIZE / EXTRA_PIXELS))
.saturating_sub(MAX_MINIMAP_SIZE / 2);
let offset_y = (dungeon.player.entity.pos.y() / (MAP_SIZE / EXTRA_PIXELS))
.saturating_sub(MAX_MINIMAP_SIZE / 2);
let minimap_x = MINIMAP_X.cast_signed() - offset_x.cast_signed();
let minimap_y = Y.cast_signed() - offset_y.cast_signed();
// Draw in scissor mode incase the map size is too big
{
let mut rs = r.begin_scissor_mode(
MINIMAP_X.into(),
Y.into(),
MAX_MINIMAP_SIZE.into(),
MAX_MINIMAP_SIZE.into(),
);
rs.draw_tilemap(&self.tilemap_mm, minimap_x, minimap_y, 1, 0);
// Draw minimap entity's
let mut draw_dot = |pos: Pos, color| {
let (x, y) = pos.xy();
rs.draw_pixel(
(minimap_x + x.cast_signed()).into(),
(minimap_y + y.cast_signed()).into(),
color,
);
};
// Draw entity dots
for entity in &dungeon.entities {
use EntityKind as K;
let color = match entity.kind {
K::Player => Color::LIME,
K::Zombie(_) => Color::RED,
K::Item(_) => Color::TURQUOISE,
};
draw_dot(entity.pos, color);
}
// Draw player dot
draw_dot(dungeon.player.entity.pos, Color::LIME);
}
}
/// Draws the player's inventory
/// NOTE: Nothing is drawn if the inventory is empty
fn draw_inventory<R>(&self, r: &mut R, player: &Player)
where
R: RaylibDraw,
{
const TEXT_LEN: u16 = FONT_SIZE + UI_PADDING;
const SLOT_LEN: u16 = UI_HEIGHT - UI_PADDING * 2;
const SLOTS_LEN: u16 = SLOT_LEN * PLAYER_INVENTORY_SIZE;
const FULL_LEN: u16 = TEXT_LEN + SLOTS_LEN;
const TEXT_X: u16 = RENDER_WIDTH / 2 - FULL_LEN / 2;
const SLOTS_X: u16 = TEXT_X + TEXT_LEN;
// Draw text
self.draw_text_vertical(r, b"INV", TEXT_X, UI_PADDING);
// Draw slots
for idx in 0..PLAYER_INVENTORY_SIZE {
if idx >= PLAYER_INVENTORY_SIZE {
// This should never happen!
// Maybe use a different type??
break;
}
let slot_x = SLOTS_X + SLOT_LEN * idx;
// Draw slot container
let tint = if (idx as usize) == player.active_inv_slot {
Color::YELLOW
} else {
Color::WHITE
};
r.draw_atlas(
&self.textures.atlas,
ATLAS_INV_CONTAINER,
slot_x,
UI_PADDING,
SLOT_LEN,
0.0,
tint,
);
if let Some(item) = player.inventory.get(idx as usize) {
let tex = self.textures.item_texture(*item);
const ITEM_PADDDING: u16 = UI_PADDING * 3;
let dest_rec = rect! {
slot_x + ITEM_PADDDING/2,
UI_PADDING + ITEM_PADDDING/2,
SLOT_LEN - ITEM_PADDDING,
SLOT_LEN - ITEM_PADDDING,
};
r.draw_texture_pro(
tex,
FULL_SOURCE_REC,
dest_rec,
Vector2::ZERO,
0.0,
Color::WHITE,
);
}
}
}
/// Draw player health & equpped weapon damage
fn draw_stats<R>(&self, r: &mut R, player: &Player)
where
R: RaylibDraw,
{
let health = player.entity.health;
let damage = player.weapon.attack_dmg();
const TEXT_WIDTH: u16 = FONT_SIZE * 3 + UI_PADDING;
const ICON_WIDTH: u16 = FONT_SIZE;
const ICON_X: u16 = RENDER_WIDTH - TEXT_WIDTH - ICON_WIDTH;
const TEXT_X: u16 = RENDER_WIDTH - TEXT_WIDTH;
// draw health
const HEART_Y: u16 = UI_PADDING * 2;
r.draw_atlas(
&self.textures.atlas,
ATLAS_HEART_ICON,
ICON_X,
HEART_Y,
ICON_WIDTH,
0.0,
Color::WHITE,
);
draw_text!(self, r, TEXT_X, HEART_Y, "x{health:02}");
// draw damage
const DAMAGE_Y: u16 = HEART_Y + FONT_SIZE + UI_PADDING;
r.draw_atlas(
&self.textures.atlas,
ATLAS_DAMAGE_ICON,
ICON_X,
DAMAGE_Y,
ICON_WIDTH,
0.0,
Color::WHITE,
);
draw_text!(self, r, TEXT_X, DAMAGE_Y, "x{damage:02}");
}
/// Draws debug information ontop of other UI elements
fn draw_debug_ui<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw,
{
let player = &dungeon.player;
// Draw FPS
draw_text!(self, r, UI_COL1, UI_ROW1, "FPS {}", self.timer.fps());
// Draw Player position
let (x, y) = &player.entity.pos.xy();
draw_text!(self, r, UI_COL1, UI_ROW2, "POS {x:02},{y:02}");
// Draw Player direction
let dir = &player.entity.dir;
draw_text!(self, r, UI_COL1, UI_ROW3, "DIR {dir}");
// Draw Player Seed
let seed = &dungeon.seed();
draw_text!(self, r, UI_COL2, UI_ROW1, "{seed:016X}");
// Draw Dungeon Hash
let hash = dungeon.floor.hash();
draw_text!(self, r, UI_COL2, UI_ROW2, "{hash:016X}");
// Draw current frame number
let frame = self.timer.frame();
draw_text!(self, r, UI_COL2, UI_ROW3, "FRAME {frame}");
}
/// Draw msg box
fn draw_msg<R>(&self, r: &mut R, msg: &[u8])
where
R: RaylibDraw,
{
const MAX_LINES: u16 = 5;
const MSG_LEN: u16 = 20;
const HEIGHT: u16 = MAX_LINES * FONT_SIZE + UI_PADDING * 2;
const WIDTH: u16 = MSG_LEN * FONT_SIZE + UI_PADDING * 2;
const X: u16 = RENDER_WIDTH / 2 - WIDTH / 2;
const Y: u16 = RENDER_HEIGHT - HEIGHT - UI_PADDING;
// draw background
r.draw_rectangle(
X.into(),
Y.into(),
WIDTH.into(),
HEIGHT.into(),
Color::BLACK,
);
r.draw_rectangle_lines(
X.into(),
Y.into(),
WIDTH.into(),
HEIGHT.into(),
Color::WHITE,
);
let mut x = 0;
let mut y = 0;
let words = msg.split(u8::is_ascii_whitespace);
for word in words {
let left = MSG_LEN.saturating_sub(x);
if word.len() > left as usize {
y += 1;
x = 0;
}
for char in word {
self.draw_char(
r,
*char,
X + UI_PADDING + x * FONT_SIZE,
Y + UI_PADDING + y * FONT_SIZE,
);
x += 1;
}
x += 1;
}
}
/// Draws vertical text
fn draw_text_vertical<R>(&self, r: &mut R, text: &[u8], x: u16, y_start: u16)
where
R: RaylibDraw,
{
const SPACING: u16 = FONT_SIZE + UI_PADDING / 2;
for (idx, char) in text.iter().enumerate() {
if *char == b'\n' {
break;
}
let y = y_start + downcast!(idx, u16) * SPACING;
self.draw_char(r, *char, x, y);
}
}
/// Draw text helper function
fn draw_text<R>(&self, r: &mut R, text: &[u8], x_start: u16, y: u16)
where
R: RaylibDraw,
{
for (idx, char) in text.iter().enumerate() {
if *char == b'\n' {
break;
}
let x = x_start + downcast!(idx, u16) * FONT_SIZE;
self.draw_char(r, *char, x, y);
}
}
/// Draws a char to the screen
fn draw_char<R>(&self, r: &mut R, char: u8, x: u16, y: u16)
where
R: RaylibDraw,
{
if !(32..=127).contains(&char) {
return;
}
let ax = char % 16;
let ay = (char - 32) / 16;
r.draw_atlas(
&self.textures.font,
(ax.into(), ay.into()),
x,
y,
FONT_SIZE,
0.0,
Color::WHITE,
);
}
}
trait DungeonExt {
fn render_camera(&self) -> Camera2D;
}
impl DungeonExt for Dungeon {
/// Returns the Raylib Camera setup with needed 2D position/transforms
fn render_camera(&self) -> Camera2D {
/// The offset to apply
const OFFSET: Vector2 = vec2! {
RENDER_WIDTH/2 - TILE_SIZE/2,
RENDER_HEIGHT/2 - TILE_SIZE/2 + UI_HEIGHT/2,
};
/// The minimum position the camera is allowed to go
const CAMERA_MIN: Vector2 = vec2! {
RENDER_WIDTH/2 - TILE_SIZE/2,
RENDER_HEIGHT/2 - TILE_SIZE/2 - UI_HEIGHT/2,
};
/// The maximum position the camera is allowed to go
const CAMERA_MAX: Vector2 = vec2! {
MAP_SIZE * TILE_SIZE - RENDER_WIDTH/2 - TILE_SIZE/2,
MAP_SIZE * TILE_SIZE - RENDER_HEIGHT/2 - TILE_SIZE/2 + UI_HEIGHT/2,
};
let pos = self.camera();
Camera2D {
target: Vector2::from(pos.xy())
.scale_by(TILE_SIZE.into())
.max(CAMERA_MIN)
.min(CAMERA_MAX),
offset: OFFSET,
rotation: 0.0,
zoom: 1.0,
}
}
}
trait Vector2Ext {
fn scale_by(self, amt: f32) -> Self;
}
impl Vector2Ext for Vector2 {
fn scale_by(self, amt: f32) -> Self {
Self {
x: self.x * amt,
y: self.y * amt,
}
}
}
trait RaylibDrawExt
where
Self: RaylibDraw,
{
/// Draw an atlas texture index
#[inline]
#[expect(clippy::too_many_arguments)]
fn draw_atlas(
&mut self,
tex: &Texture2D,
(ax, ay): (u16, u16),
x: impl Into<f32>,
y: impl Into<f32>,
size: impl Into<f32>,
rotation: impl Into<f32>,
tint: Color,
) {
let size_into = size.into();
let source_rec = rect! {
ax * TEXTURE_SIZE,
ay * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
};
let dest_rec = rect! {
x.into() + size_into/2.0,
y.into() + size_into/2.0,
size_into,
size_into,
};
let origin = vec2! {
dest_rec.width / 2.0,
dest_rec.height / 2.0,
};
self.draw_texture_pro(tex, source_rec, dest_rec, origin, rotation.into(), tint);
}
/// Draw dungeon tiles helper function
fn draw_tilemap(
&mut self,
tex: &RenderTexture2D,
x: impl Into<i32>,
y: impl Into<i32>,
scale: u16,
offset: u16,
) {
let width = downcast!(tex.width(), u16);
let height = downcast!(tex.height(), u16);
let source_rec = rect! {
0,
0,
width,
-height.cast_signed(),
};
let dest_rec = rect! {
x.into(),
y.into() - (offset * scale) as i32,
width * scale,
height * scale,
};
let origin = Vector2::ZERO;
self.draw_texture_pro(tex, source_rec, dest_rec, origin, 0.0, Color::WHITE);
}
fn draw_rectangle_ext(
&mut self,
x: impl Into<i32>,
y: impl Into<i32>,
width: impl Into<i32>,
height: impl Into<i32>,
color: Color,
) {
self.draw_rectangle(x.into(), y.into(), width.into(), height.into(), color);
}
fn draw_pathing_deug(&mut self, dungeon: &Dungeon) {
for enemy in &dungeon.entities {
let Some(ai) = enemy.get_ai() else {
continue;
};
let Some(moves) = ai.moves() else {
continue;
};
for pos in moves {
let (x, y) = pos.xy();
let color = Color::RED.alpha(0.5);
self.draw_rectangle_ext(
x * TILE_SIZE,
y * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
color,
);
}
}
}
}
impl<T> RaylibDrawExt for T where T: RaylibDraw {}
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