forked from tas/major_tom
Add pause menu, laser turret, charger/spawner enemies, and Mars campaign
Implement four feature phases: Phase 1 - Pause menu: extract bitmap font into shared engine/font module, add MODE_PAUSED with Resume/Restart/Quit overlay. Phase 2 - Laser turret hazard: ENT_LASER_TURRET with charge/fire/ cooldown state machine, per-pixel beam raycast, two variants (fixed and tracking). Registered in entity registry with editor icons. Phase 3 - Charger and Spawner enemies: charger ground patrol with detect/telegraph/charge/stun cycle (2s charge timeout), spawner that periodically creates grunts up to a global cap of 3. Phase 4 - Mars campaign: two handcrafted levels (mars01 surface, mars02 base), mars_tileset.png, PARALLAX_STYLE_MARS with salmon sky and red mesas, THEME_MARS_SURFACE/THEME_MARS_BASE for the procedural generator with per-theme gravity/tileset/parallax. Moon campaign now chains moon03 -> mars01 -> mars02 -> victory. Also fix review findings: deterministic seed on generated level restart, NULL checks on calloc in spawn functions, charge timeout to prevent infinite charge on flat terrain, and stop suppressing stderr in Makefile web-serve target so real errors are visible.
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@@ -900,6 +900,156 @@ static void generate_moon_near(Parallax *p, SDL_Renderer *renderer) {
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p->near_layer.owns_texture = true;
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}
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/* ── Mars: salmon sky, red mesas, dust ──────────────── */
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static void generate_mars_far(Parallax *p, SDL_Renderer *renderer) {
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int w = SCREEN_WIDTH;
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int h = SCREEN_HEIGHT;
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SDL_Texture *tex = SDL_CreateTexture(renderer,
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SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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if (!tex) return;
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SDL_SetRenderTarget(renderer, tex);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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unsigned int saved_seed = (unsigned int)rand();
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srand(91);
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/* Salmon/butterscotch sky gradient (upper half) */
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for (int y = 0; y < h / 2; y++) {
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float t = (float)y / (float)(h / 2);
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uint8_t r = clamp_u8((int)(60 + 40 * t));
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uint8_t g = clamp_u8((int)(25 + 20 * t));
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uint8_t b = clamp_u8((int)(15 + 10 * t));
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SDL_SetRenderDrawColor(renderer, r, g, b, (uint8_t)(20 + (int)(30 * t)));
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SDL_Rect row = {0, y, w, 1};
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SDL_RenderFillRect(renderer, &row);
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}
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/* Dim stars visible through thin atmosphere */
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for (int i = 0; i < 30; i++) {
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int x = (int)(randf() * w);
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int y = (int)(randf() * h * 0.35f);
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uint8_t bright = (uint8_t)(50 + (int)(randf() * 60));
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SDL_SetRenderDrawColor(renderer, bright, clamp_u8(bright - 15),
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clamp_u8(bright - 30), (uint8_t)(60 + (int)(randf() * 40)));
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SDL_Rect dot = {x, y, 1, 1};
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SDL_RenderFillRect(renderer, &dot);
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}
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/* Distant mesa/mountain silhouette — flat-topped with vertical cliffs. */
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int base_y = (int)(h * 0.65f);
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for (int x = 0; x < w; x++) {
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float t = (float)x / (float)w;
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/* Mesa profile: flat plateaus interrupted by steep drops. */
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float mesa = sinf(t * 6.28f * 1.5f + 0.8f) * 12.0f;
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float ridge = sinf(t * 6.28f * 4.1f + 2.0f) * 6.0f;
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float detail = sinf(t * 6.28f * 9.7f) * 3.0f;
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/* Flatten tops: clamp positive values to create plateaus */
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float profile = mesa + ridge + detail;
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if (profile > 8.0f) profile = 8.0f + (profile - 8.0f) * 0.2f;
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int peak = base_y - (int)profile;
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if (peak > base_y + 5) peak = base_y + 5;
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for (int y = peak; y < h; y++) {
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int depth = y - peak;
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/* Dark reddish-brown silhouette */
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uint8_t r = clamp_u8(25 + depth / 4);
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uint8_t g = clamp_u8(10 + depth / 8);
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uint8_t b = clamp_u8(8 + depth / 10);
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uint8_t a = (uint8_t)(depth < 2 ? 100 : 160);
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_Rect px = {x, y, 1, 1};
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SDL_RenderFillRect(renderer, &px);
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}
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}
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srand(saved_seed);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
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p->far_layer.texture = tex;
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p->far_layer.tex_w = w;
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p->far_layer.tex_h = h;
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p->far_layer.scroll_x = 0.03f;
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p->far_layer.scroll_y = 0.03f;
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p->far_layer.active = true;
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p->far_layer.owns_texture = true;
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}
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static void generate_mars_near(Parallax *p, SDL_Renderer *renderer) {
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int w = SCREEN_WIDTH;
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int h = SCREEN_HEIGHT;
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SDL_Texture *tex = SDL_CreateTexture(renderer,
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SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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if (!tex) return;
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SDL_SetRenderTarget(renderer, tex);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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unsigned int saved_seed = (unsigned int)rand();
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srand(203);
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/* Dust haze bands in warm reds and oranges */
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typedef struct { uint8_t r, g, b; } DustColor;
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DustColor dust_palette[] = {
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{100, 40, 20}, /* rust */
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{ 80, 30, 15}, /* dark rust */
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{ 90, 50, 25}, /* sandy rust */
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{110, 45, 30}, /* bright rust */
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{ 70, 35, 35}, /* muted red */
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};
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int dust_count = sizeof(dust_palette) / sizeof(dust_palette[0]);
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for (int band = 0; band < 5; band++) {
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float cy = randf() * h * 0.6f + h * 0.2f;
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DustColor col = dust_palette[band % dust_count];
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int blobs = 15 + (int)(randf() * 20);
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for (int b = 0; b < blobs; b++) {
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int bx = (int)(randf() * w);
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int by = (int)(cy + (randf() - 0.5f) * 60.0f);
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int bw = 20 + (int)(randf() * 40);
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int bh = 4 + (int)(randf() * 8);
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uint8_t br = clamp_u8(col.r + (int)(randf() * 20 - 10));
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uint8_t bg = clamp_u8(col.g + (int)(randf() * 15 - 7));
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uint8_t bb = clamp_u8(col.b + (int)(randf() * 15 - 7));
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SDL_SetRenderDrawColor(renderer, br, bg, bb,
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(uint8_t)(5 + (int)(randf() * 10)));
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SDL_Rect rect = {bx - bw / 2, by - bh / 2, bw, bh};
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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/* Scattered dust particles */
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for (int i = 0; i < 50; i++) {
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int x = (int)(randf() * w);
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int y = (int)(randf() * h);
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DustColor col = dust_palette[(int)(randf() * dust_count)];
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SDL_SetRenderDrawColor(renderer, col.r, col.g, col.b,
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(uint8_t)(20 + (int)(randf() * 30)));
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SDL_Rect dot = {x, y, 1 + (int)(randf() * 2), 1};
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SDL_RenderFillRect(renderer, &dot);
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}
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srand(saved_seed);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
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p->near_layer.texture = tex;
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p->near_layer.tex_w = w;
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p->near_layer.tex_h = h;
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p->near_layer.scroll_x = 0.10f;
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p->near_layer.scroll_y = 0.06f;
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p->near_layer.active = true;
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p->near_layer.owns_texture = true;
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}
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/* ── Themed parallax dispatcher ─────────────────────── */
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void parallax_generate_themed(Parallax *p, SDL_Renderer *renderer, ParallaxStyle style) {
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@@ -920,6 +1070,10 @@ void parallax_generate_themed(Parallax *p, SDL_Renderer *renderer, ParallaxStyle
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generate_moon_far(p, renderer);
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generate_moon_near(p, renderer);
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break;
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case PARALLAX_STYLE_MARS:
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generate_mars_far(p, renderer);
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generate_mars_near(p, renderer);
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break;
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case PARALLAX_STYLE_DEFAULT:
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default:
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parallax_generate_stars(p, renderer);
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