forked from tas/major_tom
Add in-game level editor with auto-discovered tile/entity palettes
Implements a full level editor that runs inside the game engine as an alternative mode, accessible via --edit flag or E key during gameplay. The editor auto-discovers available tiles from the tileset texture and entities from a new central registry, so adding new game content automatically appears in the editor without any editor-specific changes. Editor features: tile painting (pencil/eraser/flood fill) across 3 layers, entity placement with drag-to-move, player spawn point tool, camera pan/zoom, grid overlay, .lvl save/load, map resize, and test play (P to play, ESC to return to editor). Supporting changes: - Entity registry centralizes spawn functions (replaces strcmp chain) - Mouse input + raw keyboard access added to input system - Camera zoom support for editor overview - Zoom-aware rendering in tilemap, renderer, and sprite systems - Powerup and drone sprites/animations wired up (were defined but unused) - Bitmap font renderer for editor UI (4x6 pixel glyphs, no dependencies)
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@@ -46,6 +46,7 @@ typedef struct Tilemap {
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bool has_bg_color; /* true if BG_COLOR was set */
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char parallax_far_path[ASSET_PATH_MAX]; /* far bg image path */
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char parallax_near_path[ASSET_PATH_MAX]; /* near bg image path */
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int parallax_style; /* procedural bg style (0=default) */
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EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
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int entity_spawn_count;
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} Tilemap;
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