Commit Graph

9 Commits

Author SHA1 Message Date
Thomas
6c4b076c68 Add per-level wind atmosphere property
WIND directive in .lvl files sets a constant horizontal force (px/s^2)
that pushes entities, projectiles, and particles. Positive is rightward.

Wind is applied as acceleration in physics_update() (halved on ground),
directly to projectile and particle velocities, and as a gentle position
drift on flyers. Entities with gravity_scale=0 (drones, spacecraft) are
unaffected. Levels default to no wind when the directive is absent.
2026-03-01 17:13:01 +00:00
Thomas
372ea3d586 Upgrade level editor for moon campaign support
Preserve tileset path and parallax style on save instead of
hardcoding tileset.png. Add tileset cycling (T key), tile flag
editing (F key for solid/platform/hazard/none), and 8x8 pixel
mini-icons for all entity types in the palette and canvas.

Fix entity palette not appearing when editor starts without a
prior level load by splitting entity_registry_init into populate
and init phases. Fix bitmap font rendering dropping the top row
by correcting FONT_H from 6 to 7. Widen toolbar button spacing.

Fix invisible collision from placed tiles lacking TileDefs by
calling ensure_tile_def on pencil and fill placement. Fix editor
hotkeys not working in the web build by latching key presses from
SDL_KEYDOWN events instead of comparing keyboard state snapshots.
2026-03-01 16:48:53 +00:00
Thomas
df3bc29fb7 Support large maps up to 8192x8192 tiles
Raise hard map size cap from 4096 to 8192 via MAX_MAP_SIZE constant.
Replace fixed 16 KB fgets buffer with dynamic line reader that handles
arbitrarily long tile rows. Check calloc returns for tile layer
allocation.

Add entity distance culling: skip updates for entities beyond 2x screen
width from camera, skip rendering beyond 64 px margin. Dead entities
bypass culling so cleanup callbacks always run. Player, spacecraft,
drone, and moving platforms set ENTITY_ALWAYS_UPDATE to opt out.

Replace naive 4-neighbor flood fill with scanline algorithm (O(height)
stack instead of O(area)) for safe use on large maps.

Raise MAX_ENTITY_SPAWNS from 128 to 512 and MAX_EXIT_ZONES from 8 to
16 to support populated large levels.
2026-03-01 15:17:58 +00:00
Thomas
66a97a4beb Change exit ship trigger from proximity distance to exit zone overlap 2026-03-01 12:45:07 +00:00
Thomas
ded662b42a Add spacecraft exit sequence at level exit zones
Spawn an exit ship when the player approaches an exit zone. The ship
flies in, lands near the exit, and waits for the player to board.
On boarding the player is deactivated, the ship takes off, and the
level transition fires after departure.
2026-03-01 12:38:41 +00:00
Thomas
49ed2d6f7b Add spatial audio, spacecraft entity, and level intro sequence
Distance-based sound effects with stereo panning for explosions, impacts,
and pickups. Spacecraft entity with full state machine (fly-in, land, take
off, fly-out), engine/synth sound loops, thruster particles, and PNG
spritesheet. Moon level intro defers player spawn until ship lands.

Also untrack build/ objects that were committed by mistake.
2026-03-01 11:00:51 +00:00
Thomas
fac7085056 Add moon surface intro level with asteroid hazards and unarmed mechanics
Introduce moon01.lvl as the starting level — a pure jump-and-run intro
with no gun and no enemies, just platforming over gaps and dodging falling
asteroids. The player picks up their gun upon transitioning to level01.

New features:
- Moon tileset and PARALLAX_STYLE_MOON with crater terrain backgrounds
- Asteroid entity (ENT_ASTEROID): falls from sky, damages on contact,
  explodes on ground with particles, respawns after delay
- PLAYER_UNARMED directive disables gun for the level
- Pit rescue mechanic: falling costs 1 HP and auto-dashes upward
- Gun powerup entity type for future armed-pickup levels
- Segment-based procedural level generator with themed rooms
- Extended editor with entity palette and improved tile cycling
- Web shell improvements for Emscripten builds
2026-03-01 09:20:49 +00:00
Thomas
ea6e16358f 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)
2026-02-28 20:24:43 +00:00
Thomas
c66c12ae68 Initial commit 2026-02-28 18:03:47 +00:00