view color_game/main.c @ 67:6626ec933933

[Seobeo] Separated out Client Server logic. Created test tools.
author June Park <parkjune1995@gmail.com>
date Wed, 24 Dec 2025 09:15:55 -0800
parents fff1b048dda6
children 35b1abc37969
line wrap: on
line source

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include "third_party/raylib/include/raylib.h"


#define INIT_SCREEN_WIDTH 1200
#define INIT_SCREEN_HEIGHT 700
#define PLAYER_SPEED 200.0f
#define PLAYER_RADIUS 20.0f
#define PLAYER_MAX_HEALTH 100.0f

#define MONSTER_SPEED 100.0f
#define MONSTER_RADIUS 15.0f

#define BULLET_SPEED 300.0f
#define BULLET_RADIUS 5.0f
#define BULLET_LIFETIME 3.0f
#define SHOOT_INTERVAL 0.5f
#define HIT_PROBABILITY 0.7f  // 70% aim accuracy (0.0 = random, 1.0 = perfect)
                              
#define MAX_PASSIVE_NODES 12
#define PASSIVE_TREE_RADIUS 250.0f
#define PASSIVE_NODE_RADIUS 20.0f

#define MONSTER_WEIGHT 10.0f
#define MONSTER_CONTACT_DAMAGE 5.0f

#define BASE_DAMAGE 10.0f
#define BOSS_HEALTH_MULTIPLIER 5.0f
#define BOSS_MONSTER_WEIGHT 10.0f
#define BOSS_SPAWN_TIME 10.0f

#define COLOR_UNLOCK_TIME 5.0f
#define MAX_DAMAGE_NUMBERS 100
#define DAMAGE_NUMBER_LIFETIME 1.0f
#define EXP_PER_MONSTER 10.0f
#define EXP_PER_BOSS 50.0f
#define EXP_TO_LEVEL 100.0f

typedef struct Player {
  Vector2 position;
  float health;
  float maxHealth;
  float invulnerabilityTimer;
  int unlockedBulletTypes[MAX_PASSIVE_NODES];
  int unlockedCount;
  int passivePoints;
  int level;
  float experience;
  float expToNextLevel;
  Color color;
} Player;

typedef struct DamageNumber {
  Vector2 position;
  float damage;
  float lifetime;
  bool active;
  Color color;
} DamageNumber;

typedef struct Map {
  float width;
  float height;
} Map;

typedef struct Monster {
  Vector2 position;
  float hue;
  float saturation;
  float health;
  float maxHealth;
  float weight;
  bool alive;
  bool hasCollision;
  bool isBoss;
} Monster;

typedef struct Bullet {
  Vector2 position;
  Vector2 velocity;
  float lifetime;
  float hue;
  float damage;
  bool active;
} Bullet;

typedef struct PassiveNode {
  float angle;
  float hue;
  char description[64];
  float damageBonus;
  bool unlocked;
} PassiveNode;

float RandomFloat(float min, float max)
{
  return min + ((float)rand() / (float)RAND_MAX) * (max - min);
}

float CalculateColorDamage(float bulletHue, float monsterHue, float baseDamage)
{
  // Calculate hue difference (0-180 degrees)
  float diff = fabs(bulletHue - monsterHue);
  if (diff > 180.0f) diff = 360.0f - diff;

  // Opposite colors (180 degrees) = 2x damage
  // Same color (0 degrees) = 0.5x damage
  // Linear scale between them
  float damageMultiplier = 0.5f + (diff / 180.0f) * 1.5f;

  return baseDamage * damageMultiplier;
}

void SpawnDamageNumber(DamageNumber* damageNumbers, int maxCount, Vector2 position, float damage, Color color)
{
  for (int i = 0; i < maxCount; i++)
  {
    if (!damageNumbers[i].active)
    {
      damageNumbers[i].position = position;
      damageNumbers[i].damage = damage;
      damageNumbers[i].lifetime = DAMAGE_NUMBER_LIFETIME;
      damageNumbers[i].active = true;
      damageNumbers[i].color = color;
      break;
    }
  }
}

void UpdateDamageNumbers(DamageNumber* damageNumbers, int count, float deltaTime)
{
  for (int i = 0; i < count; i++)
  {
    if (!damageNumbers[i].active) continue;

    damageNumbers[i].lifetime -= deltaTime;
    damageNumbers[i].position.y -= 30.0f * deltaTime; // Float upward

    if (damageNumbers[i].lifetime <= 0)
    {
      damageNumbers[i].active = false;
    }
  }
}

void AddExperience(Player* player, float exp)
{
  player->experience += exp;

  // Check for level up
  while (player->experience >= player->expToNextLevel)
  {
    player->experience -= player->expToNextLevel;
    player->level++;
    player->passivePoints++;
    // Increase exp requirement for next level
    player->expToNextLevel = EXP_TO_LEVEL * player->level;
  }
}

void InitializePassiveTree(PassiveNode* nodes)
{
  const char* nodeDescriptions[MAX_PASSIVE_NODES] = {
    "Red Bullet",      // 0°
    "Orange Bullet",   // 30°
    "Yellow Bullet",   // 60°
    "Chartreuse",      // 90°
    "Green Bullet",    // 120°
    "Spring Green",    // 150°
    "Cyan Bullet",     // 180°
    "Azure Bullet",    // 210°
    "Blue Bullet",     // 240°
    "Violet Bullet",   // 270°
    "Magenta Bullet",  // 300°
    "Rose Bullet"      // 330°
  };

  for (int i = 0; i < MAX_PASSIVE_NODES; i++)
  {
    nodes[i].angle = (360.0f / MAX_PASSIVE_NODES) * i;
    nodes[i].hue = nodes[i].angle;
    snprintf(nodes[i].description, sizeof(nodes[i].description), "%s", nodeDescriptions[i]);
    nodes[i].damageBonus = 5.0f + (i * 2.0f); // Scaling damage bonus
    nodes[i].unlocked = false;
  }
}

void HandlePlayerMovement(Player* player, Map* map, float deltaTime)
{
  Vector2 movement = {0};

  if (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))    movement.y -= 1.0f;
  if (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))  movement.y += 1.0f;
  if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))  movement.x -= 1.0f;
  if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) movement.x += 1.0f;

  // Normalize diagonal movement
  float length = sqrtf(movement.x * movement.x + movement.y * movement.y);
  if (length > 0)
  {
    movement.x /= length;
    movement.y /= length;
  }

  // Apply movement
  player->position.x += movement.x * PLAYER_SPEED * deltaTime;
  player->position.y += movement.y * PLAYER_SPEED * deltaTime;

  // Keep player within map bounds
  if (player->position.x < PLAYER_RADIUS) player->position.x = PLAYER_RADIUS;
  if (player->position.x > map->width - PLAYER_RADIUS)
    player->position.x = map->width - PLAYER_RADIUS;
  if (player->position.y < PLAYER_RADIUS) player->position.y = PLAYER_RADIUS;
  if (player->position.y > map->height - PLAYER_RADIUS)
    player->position.y = map->height - PLAYER_RADIUS;
}

void UpdateMonsters(Monster* monsters, int monsterCount, Vector2 playerPos, float deltaTime)
{
  for (int i = 0; i < monsterCount; i++)
  {
    if (!monsters[i].alive) continue;

    // Calculate direction to player
    Vector2 direction = {
      playerPos.x - monsters[i].position.x,
      playerPos.y - monsters[i].position.y
    };

    // Normalize direction
    float length = sqrtf(direction.x * direction.x + direction.y * direction.y);
    if (length > 0)
    {
      direction.x /= length;
      direction.y /= length;
    }

    // Move toward player
    Vector2 newPos = {
      monsters[i].position.x + direction.x * MONSTER_SPEED * deltaTime,
      monsters[i].position.y + direction.y * MONSTER_SPEED * deltaTime
    };

    // Check collision with other monsters if this monster has collision enabled
    if (monsters[i].hasCollision)
    {
      bool canMove = true;
      for (int j = 0; j < monsterCount; j++)
      {
        if (i == j || !monsters[j].alive || !monsters[j].hasCollision) continue;

        float dx = newPos.x - monsters[j].position.x;
        float dy = newPos.y - monsters[j].position.y;
        float distance = sqrtf(dx * dx + dy * dy);

        if (distance < MONSTER_RADIUS * 2)
        {
          // If this monster is heavier, push the other monster away
          if (monsters[i].weight > monsters[j].weight)
          {
            // Calculate push direction (away from current monster)
            Vector2 pushDir = {dx, dy};
            float pushLength = sqrtf(pushDir.x * pushDir.x + pushDir.y * pushDir.y);
            if (pushLength > 0)
            {
              pushDir.x /= pushLength;
              pushDir.y /= pushLength;
            }

            // Push the lighter monster away
            float pushForce = (monsters[i].weight - monsters[j].weight) * MONSTER_SPEED * deltaTime * 0.5f;
            monsters[j].position.x += pushDir.x * pushForce;
            monsters[j].position.y += pushDir.y * pushForce;
          }
          else
          {
            // This monster is lighter or equal weight, can't move through
            canMove = false;
            break;
          }
        }
      }

      if (canMove)
      {
        monsters[i].position = newPos;
      }
    }
    else
    {
      monsters[i].position = newPos;
    }
  }
}

void CheckPlayerMonsterCollision(Player* player, Monster* monsters, int monsterCount, float deltaTime)
{
  if (player->invulnerabilityTimer > 0)
  {
    player->invulnerabilityTimer -= deltaTime;
    return;
  }

  for (int i = 0; i < monsterCount; i++)
  {
    if (!monsters[i].alive) continue;

    float dx = player->position.x - monsters[i].position.x;
    float dy = player->position.y - monsters[i].position.y;
    float distance = sqrtf(dx * dx + dy * dy);

    if (distance < PLAYER_RADIUS + MONSTER_RADIUS)
    {
      player->health -= MONSTER_CONTACT_DAMAGE;
      player->invulnerabilityTimer = 0.5f; // 0.5 second invulnerability
      if (player->health < 0) player->health = 0;
      break;
    }
  }
}

void UpdateBullets(Bullet* bullets, int bulletCount, float deltaTime)
{
  for (int i = 0; i < bulletCount; i++)
  {
    if (!bullets[i].active) continue;

    // Update position
    bullets[i].position.x += bullets[i].velocity.x * deltaTime;
    bullets[i].position.y += bullets[i].velocity.y * deltaTime;

    // Update lifetime
    bullets[i].lifetime -= deltaTime;
    if (bullets[i].lifetime <= 0)
    {
      bullets[i].active = false;
    }
  }
}

int CheckCollisions(Bullet* bullets, int bulletCount, Monster* monsters, int monsterCount, Player* player, DamageNumber* damageNumbers)
{
  int bossesKilled = 0;

  for (int i = 0; i < bulletCount; i++)
  {
    if (!bullets[i].active) continue;

    for (int j = 0; j < monsterCount; j++)
    {
      if (!monsters[j].alive) continue;

      // Check distance between bullet and monster
      float dx = bullets[i].position.x - monsters[j].position.x;
      float dy = bullets[i].position.y - monsters[j].position.y;
      float distance = sqrtf(dx * dx + dy * dy);

      if (distance < BULLET_RADIUS + MONSTER_RADIUS)
      {
        // Calculate damage based on color difference
        float damage = CalculateColorDamage(bullets[i].hue, monsters[j].hue, bullets[i].damage);
        monsters[j].health -= damage;

        // Spawn damage number
        Color damageColor = damage > bullets[i].damage * 1.5f ? ORANGE : WHITE;
        SpawnDamageNumber(damageNumbers, MAX_DAMAGE_NUMBERS, monsters[j].position, damage, damageColor);

        // Check if monster died
        if (monsters[j].health <= 0)
        {
          monsters[j].alive = false;

          // Award experience
          float expGain = monsters[j].isBoss ? EXP_PER_BOSS : EXP_PER_MONSTER;
          AddExperience(player, expGain);

          // Award passive point if boss was killed
          if (monsters[j].isBoss)
          {
            player->passivePoints++;
            bossesKilled++;
          }
        }

        bullets[i].active = false;
        break;
      }
    }
  }

  return bossesKilled;
}

Vector2 FindNearestMonster(Monster* monsters, int monsterCount, Vector2 playerPos)
{
  float minDistance = INFINITY;
  Vector2 nearestPos = playerPos;
  bool found = false;

  for (int i = 0; i < monsterCount; i++)
  {
    if (!monsters[i].alive) continue;

    float dx = monsters[i].position.x - playerPos.x;
    float dy = monsters[i].position.y - playerPos.y;
    float distance = sqrtf(dx * dx + dy * dy);

    if (distance < minDistance)
    {
      minDistance = distance;
      nearestPos = monsters[i].position;
      found = true;
    }

    if (found)
      break;
  }

  if (!found)
  {
    // No monsters, return random direction
    float angle = RandomFloat(0.0f, 2.0f * PI);
    return (Vector2){
      playerPos.x + cosf(angle) * 100.0f,
      playerPos.y + sinf(angle) * 100.0f
    };
  }

  return nearestPos;
}

int main()
{
  InitWindow(INIT_SCREEN_WIDTH, INIT_SCREEN_HEIGHT, "color game");
  SetTargetFPS(60);
  srand(time(NULL));

  // --- All Global Variables ---
  Map map = {
    .width = INIT_SCREEN_WIDTH * 3,
    .height = INIT_SCREEN_HEIGHT * 3
  };

  Player player = {
    .position = {map.width / 2, map.height / 2},
    .color = BLUE,
    .health = PLAYER_MAX_HEALTH,
    .maxHealth = PLAYER_MAX_HEALTH,
    .unlockedCount = 0,
    .passivePoints = 3,
    .invulnerabilityTimer = 0.0f,
    .level = 1,
    .experience = 0.0f,
    .expToNextLevel = EXP_TO_LEVEL
  };

  PassiveNode passiveTree[MAX_PASSIVE_NODES];
  InitializePassiveTree(passiveTree);
  passiveTree[0].unlocked = true;
  player.unlockedBulletTypes[player.unlockedCount++] = 0;

  // Initialize damage numbers array
  DamageNumber damageNumbers[MAX_DAMAGE_NUMBERS];
  for (int i = 0; i < MAX_DAMAGE_NUMBERS; i++)
  {
    damageNumbers[i].active = false;
  }

  Camera2D camera = {0};
  camera.target = player.position;
  camera.offset = (Vector2){INIT_SCREEN_WIDTH / 2.0f, INIT_SCREEN_HEIGHT / 2.0f};
  camera.rotation = 0.0f;
  camera.zoom = 1.0f;

  bool menuOpen = false;
  bool showMonsterColors = false;

  Vector2 menuCenter = {
    .x = INIT_SCREEN_WIDTH / 2,
    .y = INIT_SCREEN_HEIGHT / 2
  };

  float gameTime = 0.0f;
  float currentMonsterHue = 0.0f;
  float currentMonsterSaturation = 0.0f; // Start grayscale
  int bossesDefeated = 0;
  float nextBossTime = BOSS_SPAWN_TIME;
  bool colorUnlocked = false;

  // Initialize monsters array
  #define MAX_MONSTERS 1000
  Monster live_monsters[MAX_MONSTERS];
  int monsterCount = 0;

  // Spawn initial monsters (grayscale)
  for (int i = 0; i < 30; i++)
  {
    live_monsters[monsterCount++] = (Monster){
      .position = {RandomFloat(0, map.width), RandomFloat(0, map.height)},
      .hue = currentMonsterHue,
      .saturation = currentMonsterSaturation,
      .weight = MONSTER_WEIGHT,
      .health = 50.0f,
      .maxHealth = 50.0f,
      .alive = true,
      .hasCollision = true,
      .isBoss = false
    };
  }

  // Initialize bullets array
  #define MAX_BULLETS 200
  Bullet bullets[MAX_BULLETS];
  int bulletCount = 0;
  for (int i = 0; i < MAX_BULLETS; i++)
  {
    bullets[i].active = false;
  }

  // Shooting timer
  float shootTimer = 0.0f;
  float hitProbability = HIT_PROBABILITY;

  while (!WindowShouldClose())
  {
    float deltaTime = GetFrameTime();

    if (IsKeyPressed(KEY_P))
    {
      menuOpen = !menuOpen;
    }

    if (IsKeyPressed(KEY_R))
    {
      showMonsterColors = !showMonsterColors;
    }

    // Handle passive tree menu interactions
    if (menuOpen)
    {
      if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
      {
        Vector2 mousePos = GetMousePosition();

        // Check if clicked on a passive node
        for (int i = 0; i < MAX_PASSIVE_NODES; i++)
        {
          float angleRad = passiveTree[i].angle * DEG2RAD;
          Vector2 nodePos = {
            menuCenter.x + cosf(angleRad) * PASSIVE_TREE_RADIUS,
            menuCenter.y + sinf(angleRad) * PASSIVE_TREE_RADIUS
          };

          float dx = mousePos.x - nodePos.x;
          float dy = mousePos.y - nodePos.y;
          float distance = sqrtf(dx * dx + dy * dy);

          if (distance < PASSIVE_NODE_RADIUS && !passiveTree[i].unlocked && player.passivePoints > 0)
          {
            // Unlock the node
            passiveTree[i].unlocked = true;
            player.unlockedBulletTypes[player.unlockedCount++] = i;
            player.passivePoints--;
            break;
          }
        }
      }
    }

    // Only handle game logic when menu is closed
    if (!menuOpen)
    {
      // Update game time and progression
      gameTime += deltaTime;

      // Unlock color after COLOR_UNLOCK_TIME
      if (!colorUnlocked && gameTime >= COLOR_UNLOCK_TIME)
      {
        colorUnlocked = true;
        currentMonsterSaturation = 1.0f;
      }

      // Spawn boss and unlock new color
      if (gameTime >= nextBossTime && monsterCount < MAX_MONSTERS)
      {
        // Generate new color for this boss cycle
        currentMonsterHue = RandomFloat(0, 360);
        nextBossTime += BOSS_SPAWN_TIME;

        // Spawn boss monster
        live_monsters[monsterCount++] = (Monster){
          .position = {RandomFloat(0, map.width), RandomFloat(0, map.height)},
          .hue = currentMonsterHue,
          .saturation = currentMonsterSaturation,
          .health = 50.0f * BOSS_HEALTH_MULTIPLIER,
          .maxHealth = 50.0f * BOSS_HEALTH_MULTIPLIER,
          .weight = BOSS_MONSTER_WEIGHT,
          .alive = true,
          .hasCollision = true,
          .isBoss = true
        };
      }

      // Spawn regular monsters periodically
      static float monsterSpawnTimer = 0.0f;
      monsterSpawnTimer += deltaTime;
      if (monsterSpawnTimer >= 3.0f && monsterCount < MAX_MONSTERS)
      {
        monsterSpawnTimer = 0.0f;
        live_monsters[monsterCount++] = (Monster){
          .position = {RandomFloat(0, map.width), RandomFloat(0, map.height)},
          .hue = currentMonsterHue,
          .saturation = currentMonsterSaturation,
          .health = 50.0f,
          .maxHealth = 50.0f,
          .alive = true,
          .hasCollision = true,
          .isBoss = false
        };
      }

      HandlePlayerMovement(&player, &map, deltaTime);

      // Check player-monster collision
      CheckPlayerMonsterCollision(&player, live_monsters, monsterCount, deltaTime);

      // Update shoot timer and shoot bullets
      shootTimer += deltaTime;
      if (shootTimer >= SHOOT_INTERVAL && player.unlockedCount > 0)
      {
        shootTimer = 0.0f;

        // Find inactive bullet slot
        for (int i = 0; i < MAX_BULLETS; i++)
        {
          if (!bullets[i].active)
          {
            // Choose random bullet type from unlocked types
            int randomIndex = (int)RandomFloat(0, player.unlockedCount);
            int nodeIndex = player.unlockedBulletTypes[randomIndex];
            PassiveNode* selectedNode = &passiveTree[nodeIndex];

            // Find nearest monster to aim at
            Vector2 targetPos = FindNearestMonster(live_monsters, monsterCount, player.position);

            // Calculate direction to target
            Vector2 direction = {
              targetPos.x - player.position.x,
              targetPos.y - player.position.y
            };

            // Normalize
            float length = sqrtf(direction.x * direction.x + direction.y * direction.y);
            if (length > 0)
            {
              direction.x /= length;
              direction.y /= length;
            }

            // Calculate base angle
            float baseAngle = atan2f(direction.y, direction.x);

            // Add random deviation based on accuracy
            float maxDeviation = (1.0f - hitProbability) * PI;
            float deviation = RandomFloat(-maxDeviation, maxDeviation);
            float finalAngle = baseAngle + deviation;

            bullets[i] = (Bullet){
              .position = player.position,
              .velocity = {
                cosf(finalAngle) * BULLET_SPEED,
                sinf(finalAngle) * BULLET_SPEED
              },
              .lifetime = BULLET_LIFETIME,
              .hue = selectedNode->hue,
              .damage = BASE_DAMAGE + selectedNode->damageBonus,
              .active = true
            };
            break;
          }
        }
      }

      // Update monsters
      UpdateMonsters(live_monsters, monsterCount, player.position, deltaTime);

      // Update bullets
      UpdateBullets(bullets, MAX_BULLETS, deltaTime);

      // Update damage numbers
      UpdateDamageNumbers(damageNumbers, MAX_DAMAGE_NUMBERS, deltaTime);

      // Check collisions
      int bossKills = CheckCollisions(bullets, MAX_BULLETS, live_monsters, monsterCount, &player, damageNumbers);
      bossesDefeated += bossKills;

      // Update camera to follow player
      camera.target = player.position;

      // Clamp camera to map edges
      float minX = INIT_SCREEN_WIDTH / 2.0f;
      float maxX = map.width - INIT_SCREEN_WIDTH / 2.0f;
      float minY = INIT_SCREEN_HEIGHT / 2.0f;
      float maxY = map.height - INIT_SCREEN_HEIGHT / 2.0f;

      if (camera.target.x < minX) camera.target.x = minX;
      if (camera.target.x > maxX) camera.target.x = maxX;
      if (camera.target.y < minY) camera.target.y = minY;
      if (camera.target.y > maxY) camera.target.y = maxY;
    }

    // --- Drawings ---
    BeginDrawing();
      ClearBackground(RAYWHITE);

      if (menuOpen)
      {
        // Draw color wheel background
        for (int i = 0; i < 360; i++)
        {
          Color color = ColorFromHSV((float)i, 1.0f, 1.0f);
          DrawCircleSector(
            menuCenter,
            PASSIVE_TREE_RADIUS + 30.0f,
            (float)i,
            (float)(i + 1),
            1,
            color
          );
        }

        // Draw passive tree nodes
        for (int i = 0; i < MAX_PASSIVE_NODES; i++)
        {
          float angleRad = passiveTree[i].angle * DEG2RAD;
          Vector2 nodePos = {
            menuCenter.x + cosf(angleRad) * PASSIVE_TREE_RADIUS,
            menuCenter.y + sinf(angleRad) * PASSIVE_TREE_RADIUS
          };

          Color nodeColor = ColorFromHSV(passiveTree[i].hue, 1.0f, 1.0f);

          if (passiveTree[i].unlocked)
          {
            // Draw unlocked node
            DrawCircleV(nodePos, PASSIVE_NODE_RADIUS, nodeColor);
            DrawCircleV(nodePos, PASSIVE_NODE_RADIUS - 3, WHITE);
            DrawCircleV(nodePos, PASSIVE_NODE_RADIUS - 6, nodeColor);
          }
          else
          {
            // Draw locked node
            DrawCircleV(nodePos, PASSIVE_NODE_RADIUS, DARKGRAY);
            DrawCircleV(nodePos, PASSIVE_NODE_RADIUS - 3, GRAY);
          }

          // Draw node info on hover
          Vector2 mousePos = GetMousePosition();
          float dx = mousePos.x - nodePos.x;
          float dy = mousePos.y - nodePos.y;
          float distance = sqrtf(dx * dx + dy * dy);

          if (distance < PASSIVE_NODE_RADIUS)
          {
            DrawText(passiveTree[i].description, nodePos.x - 50, nodePos.y - 40, 12, BLACK);
            DrawText(TextFormat("+%.0f dmg", passiveTree[i].damageBonus), nodePos.x - 30, nodePos.y - 28, 10, DARKGRAY);
          }
        }

        // Draw menu instructions
        DrawText("PASSIVE TREE MENU", menuCenter.x - 100, menuCenter.y - 350, 20, BLACK);
        DrawText("Click nodes to unlock bullet types", menuCenter.x - 120, menuCenter.y - 330, 16, DARKGRAY);
        DrawText(TextFormat("Passive Points Available: %d", player.passivePoints), menuCenter.x - 120, menuCenter.y - 310, 16, PURPLE);
        DrawText("Defeat bosses to earn passive points!", menuCenter.x - 120, menuCenter.y - 290, 14, DARKGRAY);
        DrawText("Press P to close", menuCenter.x - 70, menuCenter.y + 320, 18, BLACK);
      }
      else
      {
        // Draw game world (with camera)
        BeginMode2D(camera);

          // Draw map background
          DrawRectangle(0, 0, map.width, map.height, (Color){240, 240, 240, 255});

          // Draw map border
          DrawRectangleLinesEx((Rectangle){0, 0, map.width, map.height}, 5.0f, DARKGRAY);

          // Draw grid to show map scale
          for (int i = 0; i <= map.width; i += 100)
          {
            DrawLine(i, 0, i, map.height, LIGHTGRAY);
          }
          for (int i = 0; i <= map.height; i += 100)
          {
            DrawLine(0, i, map.width, i, LIGHTGRAY);
          }

          // Draw monsters
          for (int i = 0; i < monsterCount; i++)
          {
            if (live_monsters[i].alive)
            {
              Color monsterColor = ColorFromHSV(live_monsters[i].hue, live_monsters[i].saturation, 1.0f);
              float radius = live_monsters[i].isBoss ? MONSTER_RADIUS * 2 : MONSTER_RADIUS;

              DrawCircleV(live_monsters[i].position, radius, monsterColor);

              // Draw boss crown indicator
              if (live_monsters[i].isBoss)
              {
                DrawCircleV(live_monsters[i].position, radius - 5, YELLOW);
                DrawCircleV(live_monsters[i].position, radius - 10, monsterColor);
              }

              // Draw health bar
              float healthPercent = live_monsters[i].health / live_monsters[i].maxHealth;
              Vector2 barPos = {live_monsters[i].position.x - 15, live_monsters[i].position.y - radius - 10};
              DrawRectangle(barPos.x, barPos.y, 30, 4, DARKGRAY);
              DrawRectangle(barPos.x, barPos.y, 30 * healthPercent, 4, GREEN);

              // Draw color label if toggle is on
              if (showMonsterColors)
              {
                char colorText[32];
                snprintf(colorText, sizeof(colorText), "H:%.0f S:%.1f", live_monsters[i].hue, live_monsters[i].saturation);
                DrawText(colorText, live_monsters[i].position.x - 25, live_monsters[i].position.y + radius + 5, 10, BLACK);
              }
            }
          }

          // Draw bullets
          for (int i = 0; i < MAX_BULLETS; i++)
          {
            if (bullets[i].active)
            {
              Color bulletColor = ColorFromHSV(bullets[i].hue, 1.0f, 1.0f);
              DrawCircleV(bullets[i].position, BULLET_RADIUS, bulletColor);
            }
          }

          // Draw damage numbers
          for (int i = 0; i < MAX_DAMAGE_NUMBERS; i++)
          {
            if (damageNumbers[i].active)
            {
              printf("True\n");
              float alpha = damageNumbers[i].lifetime / DAMAGE_NUMBER_LIFETIME;
              Color color = damageNumbers[i].color;
              color.a = (unsigned char)(255 * alpha);
              DrawText(TextFormat("%.0f", damageNumbers[i].damage),
                       damageNumbers[i].position.x - 10,
                       damageNumbers[i].position.y,
                       20,
                       color);
            }
          }

          // Draw player (flash when invulnerable)
          if (player.invulnerabilityTimer <= 0 || ((int)(player.invulnerabilityTimer * 10) % 2 == 0))
          {
            DrawCircleV(player.position, PLAYER_RADIUS, player.color);
          }

        EndMode2D();

        // Draw UI (screen space)
        // Timer at top center
        int minutes = (int)(gameTime / 60);
        int seconds = (int)gameTime % 60;
        DrawText(TextFormat("Time: %02d:%02d", minutes, seconds), INIT_SCREEN_WIDTH / 2 - 60, 10, 30, BLACK);

        // Player health bar
        float healthPercent = player.health / player.maxHealth;
        DrawRectangle(10, 10, 200, 20, DARKGRAY);
        DrawRectangle(10, 10, 200 * healthPercent, 20, RED);
        DrawText(TextFormat("HP: %.0f/%.0f", player.health, player.maxHealth), 15, 12, 16, WHITE);

        // Experience bar
        float expPercent = player.experience / player.expToNextLevel;
        DrawRectangle(10, 35, 200, 15, DARKGRAY);
        DrawRectangle(10, 35, 200 * expPercent, 15, SKYBLUE);
        DrawText(TextFormat("Lvl %d", player.level), 15, 36, 12, WHITE);
        DrawText(TextFormat("%.0f/%.0f XP", player.experience, player.expToNextLevel), 70, 36, 12, WHITE);

        // Passive points
        DrawText(TextFormat("Passive Points: %d", player.passivePoints), 10, 55, 18, PURPLE);

        // Controls
        DrawText("WASD: Move | P: Menu | R: Toggle Colors", 10, 80, 16, DARKGRAY);

        // Count alive monsters and bosses
        int aliveCount = 0;
        int bossCount = 0;
        for (int i = 0; i < monsterCount; i++)
        {
          if (live_monsters[i].alive)
          {
            aliveCount++;
            if (live_monsters[i].isBoss) bossCount++;
          }
        }
        DrawText(TextFormat("Monsters: %d | Bosses: %d", aliveCount, bossCount), 10, 105, 18, DARKGRAY);
        DrawText(TextFormat("Unlocked bullets: %d/%d", player.unlockedCount, MAX_PASSIVE_NODES), 10, 130, 16, DARKGRAY);
        DrawText(TextFormat("Bosses defeated: %d", bossesDefeated), 10, 155, 16, DARKGRAY);
      }

    EndDrawing();
  }
  return 0;
}