37 Commits

Author SHA1 Message Date
c62aae16dc update levels 2026-03-16 20:42:03 +00:00
3b45572d38 Add game state debug log with binary ring buffer
Implement src/engine/debuglog module that records a comprehensive
snapshot of game state every tick into a 4 MB in-memory ring buffer.

Activated by --debug-log command-line flag. Press F12 during gameplay
to dump the ring buffer to a human-readable debug_log.txt file. The
buffer also auto-flushes every 10 seconds as a safety net.

Each tick snapshot captures: input state (held/pressed/released bitmasks),
full player state (position, velocity, health, dash, aim, timers),
camera position, physics globals, level name, and a variable-length
list of all active entity positions/velocities/health.

New files:
- src/engine/debuglog.h — API and snapshot data structures
- src/engine/debuglog.c — ring buffer, record, and dump logic

Modified files:
- include/config.h — DEBUGLOG_BUFFER_SIZE constant
- src/engine/input.h/c — input_get_snapshot() to pack input bitmasks
- src/engine/core.c — debuglog_record_tick() call after update
- src/main.c — CLI flag, init/shutdown, F12 hotkey, set_level calls

Closes #19
2026-03-16 20:33:03 +00:00
66a7b9e7e6 Fix downward dash not damaging enemies and add post-dash invincibility
Stomping was guarded by the invincibility check, so during a downward
dash the player could never deal stomp damage. Move the invincibility
guard to only protect against taking damage, not dealing it.

Extend dash invincibility by PLAYER_DASH_INV_GRACE (0.15s) past the
dash duration so the player is briefly protected after landing.

Closes #15
2026-03-16 20:20:05 +00:00
tas
59f76d6aa7 Update .gitea/workflows/deploy.yaml 2026-03-16 20:15:19 +00:00
tas
29c620a9e8 Update .gitea/workflows/deploy.yaml 2026-03-16 20:04:51 +00:00
27dc726839 Add hit markers and metal explosion for turrets
Turrets now emit orange-white spark particles when taking non-lethal
damage, giving clear visual feedback on hits. On death, turrets get a
dedicated metal explosion effect (shrapnel, hot sparks, flash, smoke)
instead of the generic death puff, with stronger screen shake.

Closes #14
2026-03-16 20:01:25 +00:00
tas
477c299d9f revert 84a257f9b9
revert Update .gitea/workflows/deploy.yaml
2026-03-16 19:47:27 +00:00
f65e8dd9ea Improve enemy AI cliff detection, add level-bottom kill, and charger knockback
Enemies that fall past the bottom of the level are now instantly destroyed,
preventing them from accumulating off-screen. Cliff detection uses a
speed-scaled lookahead so faster enemies reverse earlier. Charger deals
double damage during charge and knockback scales with the attacker's speed.
2026-03-16 19:45:12 +00:00
tas
84a257f9b9 Update .gitea/workflows/deploy.yaml 2026-03-16 15:10:17 +00:00
tas
f7c498d7ad Update .gitea/workflows/deploy.yaml 2026-03-16 15:07:57 +00:00
7080d7fefc Document tea CLI for remote git server operations 2026-03-16 14:58:53 +00:00
tas
69614f058c Update .gitea/workflows/deploy.yaml 2026-03-16 13:29:08 +00:00
tas
cc582e1f0e Update .gitea/workflows/deploy.yaml 2026-03-16 13:26:28 +00:00
c44ace5804 Debug container registry auth: test v2 and token endpoints
Revert to git.kimchi, add curl diagnostics to understand why
auth fails even after login succeeds.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 13:21:33 +00:00
ec63ce6701 Use external hostname for container registry push
The Gitea container registry token service scopes tokens to ROOT_URL
(git.schick-web.site). Pushing to the internal hostname (git.kimchi)
causes auth failures because the token domain doesn't match.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 13:08:11 +00:00
767d821534 Pass credentials directly to buildah push via --creds
buildah login succeeds but push doesn't pick up the stored auth.
Skip login and pass --creds directly to each push command instead.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 12:17:55 +00:00
59b6728ce8 Add debug output to identify which buildah command hangs
Remove unnecessary registries.conf write (host already has it).
Add set -ex and echo markers between commands to pinpoint the hang.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 11:33:37 +00:00
4e3e17ced4 Use v2 TOML format for registries.conf
Match the format already used on the runner host.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 11:31:54 +00:00
bb23f2e3a1 Add insecure registry config for buildah
--tls-verify=false on login/push alone was not sufficient to prevent
the deploy from hanging. Register git.kimchi as an insecure registry
via registries.conf and add --tls-verify=false to buildah bud as well.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 11:31:01 +00:00
ec4bc9bb82 Add --tls-verify=false to buildah steps 2026-03-16 11:05:08 +00:00
tas
4a2d199904 Update .gitea/workflows/ci.yaml 2026-03-16 10:59:04 +00:00
58bf89f2f2 Fix level-select dropdown loading into game instead of editor
When the editor is active, the JS shell level-select dropdown was
unconditionally switching to MODE_PLAY. Now it detects MODE_EDITOR
and calls editor_load() to load the selected level into the editor.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 10:50:51 +00:00
tas
4bef8f37b4 Update .gitea/workflows/deploy.yaml 2026-03-15 17:50:59 +00:00
tas
096b0eb096 Update .gitea/workflows/ci.yaml 2026-03-15 17:50:35 +00:00
tas
89e0c483ad Update .gitea/workflows/ci.yaml 2026-03-15 17:35:50 +00:00
tas
7d0e134a56 Update .gitea/workflows/deploy.yaml 2026-03-15 17:25:26 +00:00
tas
198f639289 Update .gitea/workflows/deploy.yaml 2026-03-15 17:25:11 +00:00
tas
f71d140af3 Install buildah in deploy workflow 2026-03-15 17:15:49 +00:00
tas
651ac7703f use buildah for build 2026-03-15 16:56:18 +00:00
587fd210a2 Fix #13: optimize deploy with multi-stage Containerfile
Move the WASM build into a multi-stage Containerfile so the emscripten
compilation happens inside the Docker build. This eliminates the separate
container action step, enables Docker layer caching for faster rebuilds,
and makes the Containerfile self-contained.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 14:47:56 +00:00
79e9d0e2ad Show current score in top-right corner of HUD
Display the player's current score using the font renderer,
right-aligned with an 8px margin from the top-right screen edge.

Closes #5

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 21:43:19 +00:00
81ebbd9eec Fix score formula to match design specification
The score computation used wrong weights and terms compared to DESIGN.md.
Updated to: enemies_killed*100 + levels_completed*500 - deaths*200 - time_elapsed

Closes #6

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 21:42:56 +00:00
90e3d5aec0 Add free downward jetpack on double-tap down mid-air
Double pressing the down arrow while airborne triggers a free downward
dash that doesn't consume jetpack charges. Uses a 0.3s window for the
double-tap detection, resets on landing.

Closes #9

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 21:42:31 +00:00
68856fb8c5 add deploy action 2026-03-14 19:54:21 +00:00
7605f0ca8c Add new level transition state machine 2026-03-14 16:29:10 +00:00
6d64c6426f Fix atmosphere wind particles appearing inside Mars station
mars02.lvl (Mars Base interior) incorrectly used PARALLAX_STYLE 5
(Mars surface), causing atmosphere dust particles to spawn indoors.
Changed to PARALLAX_STYLE 2 (Interior) to match the level's setting.

Closes #4

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-14 15:53:23 +00:00
93ae351959 Add Gitea Actions CI workflow for pull request builds 2026-03-14 14:47:56 +00:00
34 changed files with 1705 additions and 167 deletions

28
.gitea/workflows/ci.yaml Normal file
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@@ -0,0 +1,28 @@
name: CI
on:
pull_request:
branches: [main]
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Install build dependencies
run: |
apt-get update
apt-get install -y --no-install-recommends \
build-essential \
libsdl2-dev \
libsdl2-image-dev \
libsdl2-mixer-dev \
pkg-config
- name: Checkout
run: |
git config --global http.https://git.kimchi.sslVerify false
git clone --depth 1 https://${{ secrets.REGISTRY_USER }}:${{ secrets.REGISTRY_PASSWORD }}@git.kimchi/tas/major_tom.git .
- name: Build (native Linux)
run: make

View File

@@ -0,0 +1,50 @@
name: Deploy
on:
push:
branches: [main]
env:
REGISTRY: git.kimchi
IMAGE: git.kimchi/tas/major_tom
NAMESPACE: jnr-web
DEPLOYMENT: jnr-web
jobs:
deploy:
runs-on: ubuntu-latest
steps:
- name: Checkout
run: |
git config --global http.https://git.kimchi.sslVerify false
git clone --depth 1 https://${{ secrets.REGISTRY_USER }}:${{ secrets.REGISTRY_PASSWORD }}@git.kimchi/tas/major_tom.git .
- name: Build and push container image
run: |
set -ex
IMAGE_TAG="${{ env.IMAGE }}:sha-${GITHUB_SHA::8}"
IMAGE_LATEST="${{ env.IMAGE }}:latest"
buildah bud --tls-verify=false -f Containerfile -t "$IMAGE_TAG" -t "$IMAGE_LATEST" .
CREDS="${{ secrets.REGISTRY_USER }}:${{ secrets.REGISTRY_PASSWORD }}"
echo "=== buildah push tag ==="
buildah push --tls-verify=false --creds "$CREDS" "$IMAGE_TAG"
echo "=== buildah push latest ==="
buildah push --tls-verify=false --creds "$CREDS" "$IMAGE_LATEST"
echo "IMAGE_TAG=$IMAGE_TAG" >> "$GITHUB_ENV"
- name: Restart deployment on k3s
run: |
mkdir -p ~/.kube
echo "${{ secrets.KUBECONFIG }}" | base64 -d > ~/.kube/config
chmod 600 ~/.kube/config
kubectl delete pod -l app=${{ env.DEPLOYMENT }} -n ${{ env.NAMESPACE }}
POD_NAME=$(kubectl get pods -l app=jnr-web -n jnr-web -o jsonpath='{.items[0].metadata.name}')
echo "Deleting running pod" "$POD_NAME"

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@@ -256,6 +256,23 @@ incremental progress.
- Draw layers: BG → entities → FG → particles → HUD
- Camera transforms world coords to screen coords
## Remote Git Server
The remote git server is a Gitea instance. Use the **`tea` CLI** (not `gh`) for all remote
operations: pull requests, issues, releases, and repository management.
```bash
tea pr create --title "..." --description "..." # Create a pull request
tea pr list # List open PRs
tea issue list # List issues
tea issue create --title "..." --description "..."
tea pr merge <number> # Merge a PR
```
Do NOT use `gh` (GitHub CLI) — it will not work with this remote.
After creating a pull request, always check out the `main` branch (`git checkout main`).
## Commit Messages
- Imperative mood, concise
- No co-authored-by or AI attribution

View File

@@ -1,7 +1,4 @@
# JNR Web — static file server for the Emscripten build
#
# Prerequisites:
# make web (produces dist-web/)
# JNR Web — multi-stage build: compile WASM then serve static files
#
# Build:
# podman build -t jnr-web .
@@ -15,9 +12,21 @@
# podman save jnr-web | sudo k3s ctr images import -
# sudo k3s kubectl apply -f k8s/
# ── Stage 1: Build WASM artifacts ──
FROM docker.io/emscripten/emsdk:3.1.51 AS builder
WORKDIR /src
COPY Makefile ./
COPY include/ include/
COPY src/ src/
COPY assets/ assets/
COPY web/ web/
RUN make web
# ── Stage 2: Serve static files ──
FROM docker.io/joseluisq/static-web-server:2
COPY dist-web/ /public/
COPY --from=builder /src/dist-web/ /public/
# Disable the default cache-control headers which cache .js for 1 year.
# The .js and .wasm files must always be fetched together (EM_ASM address

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@@ -146,7 +146,7 @@ adding a new def. See `src/game/projectile.h` for the full definition.
## Levels
### Format (.lvl)
Current directives: `TILESET`, `SIZE`, `SPAWN`, `GRAVITY`, `WIND`, `BG_COLOR`, `MUSIC`, `PARALLAX_FAR`, `PARALLAX_NEAR`, `TILEDEF`, `ENTITY`, `EXIT`, `LAYER`
Current directives: `TILESET`, `SIZE`, `SPAWN`, `GRAVITY`, `WIND`, `BG_COLOR`, `MUSIC`, `PARALLAX_FAR`, `PARALLAX_NEAR`, `TRANSITION_IN`, `TRANSITION_OUT`, `TILEDEF`, `ENTITY`, `EXIT`, `LAYER`
**Needed additions:**
- `STORM`, `DRAG` — Remaining atmosphere settings

30
TODO.md
View File

@@ -160,11 +160,25 @@ The spacecraft fly-in animation should only play on surface levels (moon01,
mars01, etc.). Interior/base levels (mars02, mars03, generated mars_base,
generated station) should skip it — the player is already indoors.
## New level transition styles: elevator and teleporter
Two new transition animations to complement the spacecraft fly-in:
- **Elevator** — Doors slide shut, brief pause (screen shake / rumble),
doors slide open onto the new level. Good for base/station interior
transitions (mars02 → mars_base, between generated station levels).
- **Teleporter** — Energy charge-up effect around the player, flash/warp
distortion, player materialises in the new level. Good for cross-planet
jumps or generated-to-handcrafted transitions.
## ~~New level transition styles: elevator and teleporter~~ ✓
Implemented: `src/game/transition.h` / `transition.c` module with two-phase
transition state machine (outro on old level → level swap → intro on new level).
- **Elevator** — Two horizontal doors slide inward from top/bottom (0.6 s),
hold closed with screen-shake rumble (0.3 s), then slide apart on the new
level (0.6 s). Smooth ease-in-out motion, dark gray industrial color,
bright seam at the meeting edge. Used for base/station interior transitions.
- **Teleporter** — Scanline dissolve: 3 px-tall horizontal bands sweep
across the screen in alternating directions with staggered top-to-bottom
timing (0.5 s), then white flash (0.15 s). Intro reverses the sweep
bottom-to-top (0.5 s). Uses `teleport.wav` sound effect.
New `MODE_TRANSITION` game state in `main.c` pauses gameplay during the
animation. Level-load dispatch extracted into `dispatch_level_load()` helper,
called both from instant transitions and from the transition state machine.
New `.lvl` directives `TRANSITION_IN` and `TRANSITION_OUT` with values
`none`, `spacecraft`, `elevator`, `teleporter`. Parsed in `tilemap.c`,
saved by editor and level generator dump. All three procedural generators
(generic, station, mars_base) set `TRANS_ELEVATOR` for interior themes.
Handcrafted levels updated: mars02, mars03, level01, level02.

View File

@@ -8,6 +8,7 @@ SPAWN 3 18
GRAVITY 400
BG_COLOR 15 15 30
MUSIC assets/sounds/algardalgar.ogg
TRANSITION_OUT elevator
# Spacecraft landing intro (arriving from moon)
ENTITY spacecraft 1 14

View File

@@ -7,6 +7,8 @@ SPAWN 3 18
GRAVITY 600
BG_COLOR 10 10 25
MUSIC assets/sounds/algardalgar.ogg
TRANSITION_IN elevator
TRANSITION_OUT elevator
# Enemies
ENTITY grunt 12 18

View File

@@ -1,42 +1,51 @@
# Mars Surface - Red Dusty Plains
# ================================
# First Mars level: low gravity, wide-open terrain with wind.
# Spacecraft landing intro from moon. Charger enemies patrol
# the dusty landscape. Gun pickup midway through.
# Level created with in-game editor
TILESET assets/tiles/mars_tileset.png
SIZE 250 23
SPAWN 3 18
SPAWN 3 19
GRAVITY 370
WIND 25
BG_COLOR 30 12 8
PARALLAX_STYLE 5
MUSIC assets/sounds/kaffe_og_kage.ogg
PARALLAX_STYLE 5
ENTITY spacecraft 1 14
# Charger patrols across flat sections
ENTITY spacecraft 1 15
ENTITY charger 40 18
ENTITY charger 75 18
ENTITY charger 120 14
ENTITY charger 165 18
ENTITY charger 120 11
ENTITY charger 165 17
ENTITY charger 200 18
# Grunts near structures
ENTITY grunt 55 18
ENTITY grunt 140 18
# Health and gun pickups
ENTITY powerup_hp 90 15
ENTITY powerup_gun 130 12
ENTITY powerup_gun 130 11
ENTITY grunt 132 18
ENTITY grunt 116 18
ENTITY grunt 28 19
ENTITY powerup_jet 177 19
ENTITY grunt 174 21
ENTITY grunt 169 21
ENTITY grunt 164 21
ENTITY grunt 159 21
ENTITY grunt 202 18
ENTITY grunt 213 13
ENTITY grunt 20 19
ENTITY powerup_fuel 24 8
ENTITY powerup_fuel 90 11
ENTITY charger 127 18
ENTITY charger 175 21
ENTITY asteroid 54 5
ENTITY asteroid 53 5
ENTITY asteroid 48 5
EXIT 246 17 2 3 assets/levels/mars02.lvl
# Tile definitions (Mars tileset)
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
TILEDEF 4 0 1 2
TILEDEF 5 1 1 0
TILEDEF 6 2 1 0
LAYER collision
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
@@ -48,15 +57,18 @@ LAYER collision
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1 3 1 1 3 1 1 3 1 3 1 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 3 1 1 3 1 1 3 1 0 0 0 0 1 3 1 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 3 1 3 1 0 0 0 0 0 1 3 1 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 1 1 3 1 1 3 1 3 1 1 3 1 0 0 0 0 0 0 1 1 3 1 1 3 1 1 3 1 1 1 1 3 1 1 3 1 3 1 1 3 1 1 1 3 1 3 1 1 1 3 1 1 1 3 1 1 3 1 1 3 1 1 3 0 0 0 0 0 1 3 1 1 3 1 3 1 1 1 3 1 1 3 1 1 1 3 1 1 3 1 3 1 1 1 3 1 1 3 1 1 3 1 3 1 1 1 3 1 3 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 1 3 1 1 3 1 1 3 1 3 1 1 1 3 1 3 1 1 1 3 1 3 1 1 1 3 1 1 3 1 1 3 1 3 1 1 3 1 3
3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 1 3 0 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 0 0 0 0 0 0 3 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 3 3 1 3 1 3 3 3 1 3 3 3 1 3 3 1 3 3 1 3 3 1 0 0 0 0 0 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 3 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 1 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 1 3 3 3 1 3 1 3 3 3 1 3 3 1 3 3 1 3 1 3 3 1 3 1
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3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 1 3 0 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 0 0 0 0 0 0 3 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 3 3 1 3 1 3 3 3 1 3 3 3 1 3 3 1 3 3 1 3 3 1 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 4 1 3 1 3 3 1 3 1
2 2 2 3 1 3 3 2 1 1 2 2 3 1 1 1 1 1 2 3 2 1 1 1 1 1 1 1 2 3 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 1 3 3 2 2 3 2 2 1 3 2 2 2 1 1 1 3 1 2 2 2 2 1 3 3 3 3 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

View File

@@ -10,8 +10,9 @@ SIZE 40 46
SPAWN 3 7
GRAVITY 700
BG_COLOR 20 10 6
PARALLAX_STYLE 5
PARALLAX_STYLE 2
MUSIC assets/sounds/kaffe_og_kage.ogg
TRANSITION_OUT elevator
ENTITY spacecraft 1 3

View File

@@ -12,6 +12,8 @@ GRAVITY 700
BG_COLOR 15 8 5
PARALLAX_STYLE 3
MUSIC assets/sounds/kaffe_og_kage.ogg
TRANSITION_IN elevator
TRANSITION_OUT elevator
# Gun pickup right at spawn — the player needs it
ENTITY powerup_gun 5 18

View File

@@ -1,15 +1,12 @@
# Moon Surface - Crater Fields
# ============================
# Second moon level: tighter platforming over deep craters.
# Spacecraft landing intro. Unarmed — pure jump-and-run with asteroids.
# Level created with in-game editor
TILESET assets/tiles/moon_tileset.png
SIZE 200 23
SPAWN 3 18
GRAVITY 300
BG_COLOR 5 5 15
PARALLAX_STYLE 4
MUSIC assets/sounds/algardalgar.ogg
PARALLAX_STYLE 4
PLAYER_UNARMED
ENTITY spacecraft 1 14
@@ -20,10 +17,22 @@ ENTITY asteroid 105 3
ENTITY asteroid 130 0
ENTITY asteroid 155 2
ENTITY asteroid 180 1
ENTITY powerup_fuel 43 16
ENTITY powerup_fuel 46 11
ENTITY powerup_fuel 75 15
ENTITY powerup_fuel 94 12
ENTITY powerup_fuel 106 16
ENTITY powerup_fuel 130 12
ENTITY powerup_fuel 166 12
ENTITY asteroid 167 0
ENTITY asteroid 117 0
ENTITY asteroid 96 0
ENTITY asteroid 66 0
ENTITY asteroid 44 0
ENTITY asteroid 40 0
EXIT 196 17 2 3 assets/levels/moon03.lvl
# Tile definitions
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
@@ -53,3 +62,4 @@ LAYER collision
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1
1 2 2 2 1 1 1 2 1 2 2 1 2 2 1 0 0 0 0 0 1 2 1 1 2 1 1 1 2 0 0 0 0 0 0 0 1 1 2 2 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 2 1 1 1 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 1 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 2 2 1 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 2 2 1 2 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 2 1 1 2 2 2 1 1 1 2 0 0 0 0 0 0 1 1 1 1 1 2 1 1 1 2 1 2 1
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View File

@@ -1,15 +1,12 @@
# Moon Surface - Dark Side
# ========================
# Third moon level: the hardest moon terrain with massive chasms.
# Spacecraft landing intro. Unarmed until gun powerup near exit.
# Level created with in-game editor
TILESET assets/tiles/moon_tileset.png
SIZE 150 23
SPAWN 3 18
GRAVITY 300
BG_COLOR 5 5 15
PARALLAX_STYLE 4
MUSIC assets/sounds/algardalgar.ogg
PARALLAX_STYLE 4
PLAYER_UNARMED
ENTITY spacecraft 1 14
@@ -18,13 +15,16 @@ ENTITY asteroid 50 2
ENTITY asteroid 75 1
ENTITY asteroid 100 3
ENTITY asteroid 125 0
# Gun powerup near the exit — the player finally gets armed
ENTITY powerup_gun 130 18
ENTITY asteroid 25 1
ENTITY asteroid 60 0
ENTITY asteroid 86 0
ENTITY asteroid 98 0
ENTITY asteroid 110 0
ENTITY asteroid 120 1
EXIT 146 17 2 3 assets/levels/mars01.lvl
# Tile definitions
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
@@ -40,17 +40,18 @@ LAYER collision
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1 2 1 1 1 2 2 1 2 1 1 1 0 0 0 0 0 0 1 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 2 2 2 1 1 2 1 2 2 0 0 0 0 0 0 0 0 0 0 1 1 1 2 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 1 2 1 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 2 1 1 1 1 0 0 0 0 0 0 2 1 1 1 2 2 1 1 1 2 2 1 1 2 1 1 2 1 1 2 1
1 1 1 3 3 1 3 1 1 3 1 3 0 0 0 0 0 0 1 3 1 1 1 1 1 1 3 0 0 0 0 0 0 0 3 3 3 1 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 3 1 3 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 3 3 1 0 0 0 0 0 0 1 3 1 1 1 1 1 3 1 1 1 3 1 1 3 1 1 1 1 3 1
1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1 2 1 1 1 2 2 1 2 1 1 1 0 0 0 0 0 0 1 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 2 2 2 1 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 1 1 0 0 0 0 0 0 0 0 2 1 1 1 2 2 1 1 1 2 2 1 1 2 1 1 2 1 1 2 1
1 1 1 3 3 1 3 1 1 3 1 3 0 0 0 0 0 0 1 3 1 1 1 1 1 1 3 0 0 0 0 0 0 0 3 3 3 1 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 3 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 0 0 0 0 0 0 0 0 1 3 1 1 1 1 1 3 1 1 1 3 1 1 3 1 1 1 1 3 1

View File

@@ -28,6 +28,14 @@
/* ── Level transitions ─────────────────────────────── */
#define MAX_EXIT_ZONES 16 /* max exit zones per level */
typedef enum TransitionStyle {
TRANS_NONE, /* instant cut (default) */
TRANS_SPACECRAFT, /* handled by spacecraft entity */
TRANS_ELEVATOR, /* doors close, rumble, doors open */
TRANS_TELEPORTER, /* scanline dissolve, flash, materialize */
TRANS_STYLE_COUNT
} TransitionStyle;
/* ── Rendering ──────────────────────────────────────── */
#define MAX_SPRITES 2048 /* max queued sprites per frame */
@@ -41,4 +49,7 @@
#define MAX_ASSETS 128
#define ASSET_PATH_MAX 256
/* ── Debug log ──────────────────────────────────────── */
#define DEBUGLOG_BUFFER_SIZE (4 * 1024 * 1024) /* 4 MB ring buffer */
#endif /* JNR_CONFIG_H */

View File

@@ -3,6 +3,7 @@
#include "engine/renderer.h"
#include "engine/audio.h"
#include "engine/assets.h"
#include "engine/debuglog.h"
#include <stdio.h>
#ifdef __EMSCRIPTEN__
@@ -118,6 +119,7 @@ static void engine_frame(void) {
if (s_callbacks.update) {
s_callbacks.update(DT);
}
debuglog_record_tick();
input_consume();
g_engine.tick++;
s_accumulator -= DT;

474
src/engine/debuglog.c Normal file
View File

@@ -0,0 +1,474 @@
#include "engine/debuglog.h"
#include "engine/core.h"
#include "engine/input.h"
#include "engine/physics.h"
#include "engine/entity.h"
#include "game/level.h"
#include "game/player.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
/* ═══════════════════════════════════════════════════
* File-scope state
* ═══════════════════════════════════════════════════ */
/* Ring buffer header stored at the start of the memory block. */
typedef struct RingHeader {
uint32_t magic; /* 0x44424C47 = "DBLG" */
uint32_t version;
uint32_t write_cursor; /* byte offset into data region */
uint32_t total_written; /* total snapshots written (wraps) */
uint32_t data_size; /* usable data bytes after header */
} RingHeader;
#define RING_MAGIC 0x44424C47
#define RING_VERSION 1
/* Flush the buffer to disk every this many ticks (10 s at 60 Hz). */
#define FLUSH_INTERVAL 600
static bool s_enabled;
static uint8_t *s_buffer; /* full allocation: header + data */
static RingHeader *s_header;
static uint8_t *s_data; /* start of ring data region */
static Level *s_level;
static char s_level_name[32]; /* human-readable level label */
static int s_flush_counter;
/* Path used for periodic safety-net flushes. */
static const char *s_flush_path = "debug_log_autosave.bin";
/* ═══════════════════════════════════════════════════
* Internal helpers
* ═══════════════════════════════════════════════════ */
/* Write raw bytes into the ring, wrapping at the boundary. */
static void ring_write(const void *src, uint32_t len) {
uint32_t cursor = s_header->write_cursor;
uint32_t cap = s_header->data_size;
const uint8_t *p = (const uint8_t *)src;
uint32_t first = cap - cursor;
if (first >= len) {
memcpy(s_data + cursor, p, len);
} else {
memcpy(s_data + cursor, p, first);
memcpy(s_data, p + first, len - first);
}
s_header->write_cursor = (cursor + len) % cap;
}
/* Read raw bytes from an arbitrary ring offset, wrapping. */
static void ring_read(uint32_t offset, void *dst, uint32_t len) {
uint32_t cap = s_header->data_size;
offset = offset % cap;
uint8_t *out = (uint8_t *)dst;
uint32_t first = cap - offset;
if (first >= len) {
memcpy(out, s_data + offset, len);
} else {
memcpy(out, s_data + offset, first);
memcpy(out + first, s_data, len - first);
}
}
/* Flush the entire buffer (header + data) to a binary file. */
static void flush_to_file(const char *path) {
FILE *f = fopen(path, "wb");
if (!f) {
fprintf(stderr, "Warning: debuglog flush failed — cannot open %s\n", path);
return;
}
uint32_t total = (uint32_t)sizeof(RingHeader) + s_header->data_size;
size_t written = fwrite(s_buffer, 1, total, f);
fclose(f);
if (written != total) {
fprintf(stderr, "Warning: debuglog flush incomplete (%zu / %u bytes)\n",
written, total);
}
}
/* Find the player entity in the current level, or NULL. */
static Entity *find_player(void) {
if (!s_level) return NULL;
EntityManager *em = &s_level->entities;
for (int i = 0; i < MAX_ENTITIES; i++) {
Entity *e = &em->entities[i];
if (e->active && e->type == ENT_PLAYER) return e;
}
return NULL;
}
/* Pack player-specific flags into a single byte.
* Bit layout: 0=on_ground, 1=jumping, 2=dashing, 3=invincible, 4=has_gun */
static uint8_t pack_player_flags(const Entity *player) {
uint8_t f = 0;
if (player->body.on_ground) f |= (1 << 0);
PlayerData *pd = (PlayerData *)player->data;
if (pd) {
if (pd->jumping) f |= (1 << 1);
if (pd->dash_timer > 0) f |= (1 << 2);
if (pd->inv_timer > 0) f |= (1 << 3);
if (pd->has_gun) f |= (1 << 4);
}
return f;
}
/* Pack entity-level flags into a single byte.
* Bit layout: 0=active, 1=facing_left, 2=dead, 3=invincible */
static uint8_t pack_entity_flags(const Entity *e) {
uint8_t f = 0;
if (e->active) f |= (1 << 0);
if (e->flags & ENTITY_FACING_LEFT) f |= (1 << 1);
if (e->flags & ENTITY_DEAD) f |= (1 << 2);
if (e->flags & ENTITY_INVINCIBLE) f |= (1 << 3);
return f;
}
/* Names for entity types — kept in sync with EntityType enum. */
static const char *entity_type_name(uint8_t type) {
switch ((EntityType)type) {
case ENT_NONE: return "NONE";
case ENT_PLAYER: return "PLAYER";
case ENT_ENEMY_GRUNT: return "GRUNT";
case ENT_ENEMY_FLYER: return "FLYER";
case ENT_PROJECTILE: return "PROJ";
case ENT_PICKUP: return "PICKUP";
case ENT_PARTICLE: return "PARTICLE";
case ENT_TURRET: return "TURRET";
case ENT_MOVING_PLATFORM: return "PLATFORM";
case ENT_FLAME_VENT: return "FLAME";
case ENT_FORCE_FIELD: return "FORCEFIELD";
case ENT_POWERUP: return "POWERUP";
case ENT_DRONE: return "DRONE";
case ENT_ASTEROID: return "ASTEROID";
case ENT_SPACECRAFT: return "SPACECRAFT";
case ENT_LASER_TURRET: return "LASER_TURRET";
case ENT_ENEMY_CHARGER: return "CHARGER";
case ENT_SPAWNER: return "SPAWNER";
default: return "???";
}
}
/* Names for aim directions. */
static const char *aim_dir_name(uint8_t aim) {
switch ((AimDir)aim) {
case AIM_FORWARD: return "FORWARD";
case AIM_UP: return "UP";
case AIM_DIAG_UP: return "DIAG_UP";
default: return "???";
}
}
/* Names for input actions. */
static const char *action_name(int a) {
switch ((Action)a) {
case ACTION_LEFT: return "LEFT";
case ACTION_RIGHT: return "RIGHT";
case ACTION_UP: return "UP";
case ACTION_DOWN: return "DOWN";
case ACTION_JUMP: return "JUMP";
case ACTION_SHOOT: return "SHOOT";
case ACTION_DASH: return "DASH";
case ACTION_PAUSE: return "PAUSE";
default: return "???";
}
}
/* ═══════════════════════════════════════════════════
* Public API
* ═══════════════════════════════════════════════════ */
void debuglog_init(void) {
uint32_t total = (uint32_t)sizeof(RingHeader) + DEBUGLOG_BUFFER_SIZE;
s_buffer = calloc(1, total);
if (!s_buffer) {
fprintf(stderr, "Warning: debuglog_init failed to allocate %u bytes\n", total);
return;
}
s_header = (RingHeader *)s_buffer;
s_data = s_buffer + sizeof(RingHeader);
s_header->magic = RING_MAGIC;
s_header->version = RING_VERSION;
s_header->write_cursor = 0;
s_header->total_written = 0;
s_header->data_size = DEBUGLOG_BUFFER_SIZE;
s_enabled = false;
s_level = NULL;
s_flush_counter = 0;
printf("Debug log initialized (%u KB ring buffer)\n",
DEBUGLOG_BUFFER_SIZE / 1024);
}
void debuglog_shutdown(void) {
if (!s_buffer) return;
if (s_enabled && s_header->total_written > 0) {
flush_to_file(s_flush_path);
printf("Debug log flushed to %s on shutdown (%u snapshots)\n",
s_flush_path, s_header->total_written);
}
free(s_buffer);
s_buffer = NULL;
s_header = NULL;
s_data = NULL;
s_enabled = false;
s_level = NULL;
}
void debuglog_enable(void) {
s_enabled = true;
printf("Debug log recording enabled\n");
}
bool debuglog_is_enabled(void) {
return s_enabled;
}
void debuglog_set_level(Level *lvl, const char *name) {
s_level = lvl;
if (name && name[0]) {
snprintf(s_level_name, sizeof(s_level_name), "%s", name);
} else {
s_level_name[0] = '\0';
}
}
void debuglog_record_tick(void) {
if (!s_enabled || !s_buffer) return;
/* Count active entities (skip player — recorded separately). */
uint16_t ent_count = 0;
if (s_level) {
EntityManager *em = &s_level->entities;
for (int i = 0; i < MAX_ENTITIES && ent_count < MAX_ENTITIES; i++) {
Entity *e = &em->entities[i];
if (e->active && e->type != ENT_PLAYER) ent_count++;
}
}
uint32_t frame_size = (uint32_t)sizeof(TickSnapshot)
+ (uint32_t)(ent_count * sizeof(EntitySnapshot));
/* Don't write if the frame won't fit in the ring at all. */
if (frame_size > s_header->data_size) return;
/* Build the header portion on the stack. */
TickSnapshot snap;
memset(&snap, 0, sizeof(snap));
snap.tick = g_engine.tick;
snap.frame_size = frame_size;
/* Input. */
input_get_snapshot(&snap.input);
/* Player state. */
Entity *player = find_player();
if (player) {
snap.player_x = player->body.pos.x;
snap.player_y = player->body.pos.y;
snap.player_vx = player->body.vel.x;
snap.player_vy = player->body.vel.y;
snap.player_health = (int8_t)player->health;
snap.player_flags = pack_player_flags(player);
PlayerData *pd = (PlayerData *)player->data;
if (pd) {
snap.player_dash_timer = pd->dash_timer;
snap.player_dash_charges = (int8_t)pd->dash_charges;
snap.player_inv_timer = pd->inv_timer;
snap.player_coyote = pd->coyote_timer;
snap.player_aim_dir = (uint8_t)pd->aim_dir;
}
}
/* Camera. */
if (s_level) {
snap.cam_x = s_level->camera.pos.x;
snap.cam_y = s_level->camera.pos.y;
}
/* Physics globals. */
snap.gravity = physics_get_gravity();
snap.wind = physics_get_wind();
/* Level name (truncated to 31 chars + NUL). */
if (s_level_name[0]) {
snprintf(snap.level_name, sizeof(snap.level_name), "%s", s_level_name);
}
snap.entity_count = ent_count;
/* Write header into ring. */
ring_write(&snap, sizeof(TickSnapshot));
/* Write entity snapshots. */
if (s_level && ent_count > 0) {
EntityManager *em = &s_level->entities;
for (int i = 0; i < MAX_ENTITIES; i++) {
Entity *e = &em->entities[i];
if (!e->active || e->type == ENT_PLAYER) continue;
EntitySnapshot es;
es.type = (uint8_t)e->type;
es.flags = pack_entity_flags(e);
es.health = (int16_t)e->health;
es.pos_x = e->body.pos.x;
es.pos_y = e->body.pos.y;
es.vel_x = e->body.vel.x;
es.vel_y = e->body.vel.y;
ring_write(&es, sizeof(EntitySnapshot));
}
}
s_header->total_written++;
/* Periodic safety-net flush. */
s_flush_counter++;
if (s_flush_counter >= FLUSH_INTERVAL) {
s_flush_counter = 0;
flush_to_file(s_flush_path);
}
}
void debuglog_dump(const char *path) {
if (!s_buffer || s_header->total_written == 0) {
printf("Debug log: nothing to dump (0 snapshots recorded)\n");
return;
}
FILE *f = fopen(path, "w");
if (!f) {
fprintf(stderr, "Error: cannot open %s for writing\n", path);
return;
}
fprintf(f, "=== Debug Log Dump ===\n");
fprintf(f, "Total snapshots written: %u\n\n", s_header->total_written);
/* Walk backwards from write_cursor to find snapshots.
* We read forward through the ring, starting from the oldest data. */
/* To find the oldest snapshot: if the buffer has wrapped, oldest
* starts at write_cursor. Otherwise it starts at 0. */
uint32_t cap = s_header->data_size;
uint32_t total_data_bytes;
uint32_t read_pos;
/* Estimate how much data we've written total. If total_written
* snapshots have been recorded and we assume average frame size
* is frame_size, the buffer may have wrapped. We use a simpler
* approach: scan forward from the oldest point. */
if (s_header->total_written * sizeof(TickSnapshot) >= cap) {
/* Buffer has likely wrapped. Start reading at write_cursor
* (which is where the oldest data begins). */
read_pos = s_header->write_cursor;
total_data_bytes = cap;
} else {
read_pos = 0;
total_data_bytes = s_header->write_cursor;
}
uint32_t bytes_read = 0;
uint32_t snapshots_dumped = 0;
uint32_t first_tick = 0;
uint32_t last_tick = 0;
while (bytes_read + sizeof(TickSnapshot) <= total_data_bytes) {
TickSnapshot snap;
ring_read(read_pos, &snap, sizeof(TickSnapshot));
/* Sanity check. */
if (snap.frame_size < sizeof(TickSnapshot) ||
snap.frame_size > cap) {
break;
}
if (bytes_read + snap.frame_size > total_data_bytes) {
break;
}
if (snapshots_dumped == 0) first_tick = snap.tick;
last_tick = snap.tick;
fprintf(f, "--- Tick %u ---\n", snap.tick);
/* Input. */
fprintf(f, "Input:");
for (int a = 0; a < ACTION_COUNT && a < 8; a++) {
if (snap.input.held & (1 << a)) {
fprintf(f, " [%s]", action_name(a));
}
if (snap.input.pressed & (1 << a)) {
fprintf(f, " [%s_pressed]", action_name(a));
}
if (snap.input.released & (1 << a)) {
fprintf(f, " [%s_released]", action_name(a));
}
}
fprintf(f, "\n");
/* Player. */
fprintf(f, "Player: pos=(%.1f, %.1f) vel=(%.1f, %.1f) hp=%d",
snap.player_x, snap.player_y,
snap.player_vx, snap.player_vy,
snap.player_health);
fprintf(f, " on_ground=%d", (snap.player_flags >> 0) & 1);
fprintf(f, " jumping=%d", (snap.player_flags >> 1) & 1);
fprintf(f, " dashing=%d", (snap.player_flags >> 2) & 1);
fprintf(f, " inv=%d", (snap.player_flags >> 3) & 1);
fprintf(f, " has_gun=%d", (snap.player_flags >> 4) & 1);
fprintf(f, " aim=%s", aim_dir_name(snap.player_aim_dir));
fprintf(f, " dash_charges=%d dash_timer=%.2f inv_timer=%.2f coyote=%.3f\n",
snap.player_dash_charges, snap.player_dash_timer,
snap.player_inv_timer, snap.player_coyote);
/* Camera + physics. */
fprintf(f, "Camera: (%.1f, %.1f)\n", snap.cam_x, snap.cam_y);
fprintf(f, "Physics: gravity=%.1f wind=%.1f\n",
snap.gravity, snap.wind);
if (snap.level_name[0]) {
fprintf(f, "Level: %s\n", snap.level_name);
}
/* Entities. */
fprintf(f, "Entities (%u active):\n", snap.entity_count);
uint32_t ent_offset = (read_pos + sizeof(TickSnapshot)) % cap;
uint16_t count = snap.entity_count;
if (count > MAX_ENTITIES) count = MAX_ENTITIES;
for (uint16_t i = 0; i < count; i++) {
EntitySnapshot es;
ring_read(ent_offset, &es, sizeof(EntitySnapshot));
ent_offset = (ent_offset + sizeof(EntitySnapshot)) % cap;
fprintf(f, " [%u] %-12s pos=(%.0f, %.0f) vel=(%.0f, %.0f) hp=%d\n",
i, entity_type_name(es.type),
es.pos_x, es.pos_y,
es.vel_x, es.vel_y,
es.health);
}
fprintf(f, "\n");
read_pos = (read_pos + snap.frame_size) % cap;
bytes_read += snap.frame_size;
snapshots_dumped++;
}
/* Write summary at the top. */
if (snapshots_dumped > 0) {
float seconds = (float)(last_tick - first_tick) / TICK_RATE;
fprintf(f, "=== Summary: ticks %u to %u (%u snapshots, %.1f seconds) ===\n",
first_tick, last_tick, snapshots_dumped, seconds);
}
fclose(f);
printf("Debug log dumped to %s (%u snapshots)\n", path, snapshots_dumped);
}

91
src/engine/debuglog.h Normal file
View File

@@ -0,0 +1,91 @@
#ifndef JNR_DEBUGLOG_H
#define JNR_DEBUGLOG_H
#include <stdbool.h>
#include <stdint.h>
#include "config.h"
/* Forward declaration — game layer type, registered via pointer. */
typedef struct Level Level;
/* ═══════════════════════════════════════════════════
* Snapshot data structures
* ═══════════════════════════════════════════════════ */
/* Packed input snapshot — 3 bytes (ACTION_COUNT actions × 3 states). */
typedef struct InputSnapshot {
uint8_t held; /* bitmask of ACTION_* held this tick */
uint8_t pressed; /* bitmask of ACTION_* pressed this tick */
uint8_t released; /* bitmask of ACTION_* released this tick */
} InputSnapshot;
/* Per-entity summary — 20 bytes each. */
typedef struct EntitySnapshot {
uint8_t type; /* EntityType */
uint8_t flags; /* active, facing, dead, invincible */
int16_t health;
float pos_x, pos_y;
float vel_x, vel_y;
} EntitySnapshot;
/* Full tick snapshot — fixed-size header + variable entity list.
* Written sequentially into the ring buffer; frame_size stores
* the total byte count so the reader can skip forward. */
typedef struct TickSnapshot {
uint32_t tick; /* g_engine.tick */
uint32_t frame_size; /* total bytes of this record */
/* Input */
InputSnapshot input; /* 3 bytes */
uint8_t _pad0; /* align to 4 bytes */
/* Player state (expanded) */
float player_x, player_y;
float player_vx, player_vy;
int8_t player_health;
uint8_t player_flags; /* on_ground, jumping, dashing, inv, has_gun */
uint8_t player_aim_dir;
int8_t player_dash_charges;
float player_dash_timer;
float player_inv_timer;
float player_coyote;
/* Camera */
float cam_x, cam_y;
/* Physics globals */
float gravity;
float wind;
/* Level info */
char level_name[32]; /* truncated level path/tag */
/* Entity summary */
uint16_t entity_count; /* number of active entities */
uint16_t _pad1; /* alignment padding */
/* EntitySnapshot entities[] follows immediately in the buffer. */
} TickSnapshot;
/* ═══════════════════════════════════════════════════
* Public API
* ═══════════════════════════════════════════════════ */
/* Allocate ring buffer. Safe to call even if logging stays disabled. */
void debuglog_init(void);
/* Final flush + free. */
void debuglog_shutdown(void);
/* Turn on recording. */
void debuglog_enable(void);
/* Query state. */
bool debuglog_is_enabled(void);
/* Register the active Level pointer so the debuglog can read game state.
* Pass NULL before freeing a level.
* name is an optional label (e.g. file path); NULL or "" to clear. */
void debuglog_set_level(Level *lvl, const char *name);
/* Called once per tick from engine_frame, after update, before consume.
* Captures input + game state into the ring buffer. */
void debuglog_record_tick(void);
/* Dump the ring buffer contents to a human-readable text file. */
void debuglog_dump(const char *path);
#endif /* JNR_DEBUGLOG_H */

View File

@@ -1,4 +1,5 @@
#include "engine/input.h"
#include "engine/debuglog.h"
#include <string.h>
static bool s_current[ACTION_COUNT];
@@ -196,6 +197,19 @@ bool input_key_held(SDL_Scancode key) {
return s_key_state && s_key_state[key];
}
/* ── Debug log snapshot ───────────────────────────── */
void input_get_snapshot(InputSnapshot *out) {
out->held = 0;
out->pressed = 0;
out->released = 0;
for (int i = 0; i < ACTION_COUNT && i < 8; i++) {
if (s_current[i]) out->held |= (uint8_t)(1 << i);
if (s_latched_pressed[i]) out->pressed |= (uint8_t)(1 << i);
if (s_latched_released[i]) out->released |= (uint8_t)(1 << i);
}
}
void input_shutdown(void) {
/* Nothing to clean up */
}

View File

@@ -50,4 +50,10 @@ int input_mouse_scroll(void);
bool input_key_pressed(SDL_Scancode key);
bool input_key_held(SDL_Scancode key);
/* Pack current input state into a compact bitmask snapshot.
* Used by the debug log to record per-tick input without
* exposing internal arrays. */
typedef struct InputSnapshot InputSnapshot; /* defined in debuglog.h */
void input_get_snapshot(InputSnapshot *out);
#endif /* JNR_INPUT_H */

View File

@@ -530,6 +530,124 @@ void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
particle_emit(&dust);
}
void particle_emit_hit_sparks(Vec2 pos) {
/* Bright orange-white sparks — fast, short-lived, spray outward */
ParticleBurst sparks = {
.origin = pos,
.count = 8,
.speed_min = 60.0f,
.speed_max = 180.0f,
.life_min = 0.08f,
.life_max = 0.2f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 3.0f,
.gravity_scale = 0.4f,
.color = {255, 200, 100, 255}, /* orange-white */
.color_vary = true,
};
particle_emit(&sparks);
/* Brief white flash at impact point */
ParticleBurst flash = {
.origin = pos,
.count = 3,
.speed_min = 5.0f,
.speed_max = 15.0f,
.life_min = 0.03f,
.life_max = 0.06f,
.size_min = 2.0f,
.size_max = 3.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {255, 255, 230, 255}, /* bright white */
.color_vary = false,
};
particle_emit(&flash);
}
void particle_emit_metal_explosion(Vec2 pos) {
/* Metal shrapnel — fast grey/silver chunks flying outward */
ParticleBurst shrapnel = {
.origin = pos,
.count = 16,
.speed_min = 60.0f,
.speed_max = 200.0f,
.life_min = 0.2f,
.life_max = 0.6f,
.size_min = 1.5f,
.size_max = 3.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.0f,
.gravity_scale = 0.5f,
.color = {180, 180, 190, 255}, /* silver-grey */
.color_vary = true,
};
particle_emit(&shrapnel);
/* Hot orange sparks — electrical/mechanical innards */
ParticleBurst sparks = {
.origin = pos,
.count = 10,
.speed_min = 40.0f,
.speed_max = 150.0f,
.life_min = 0.15f,
.life_max = 0.35f,
.size_min = 1.0f,
.size_max = 2.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.5f,
.gravity_scale = 0.3f,
.color = {255, 160, 40, 255}, /* hot orange */
.color_vary = true,
};
particle_emit(&sparks);
/* Bright white flash at center — brief pop */
ParticleBurst flash = {
.origin = pos,
.count = 5,
.speed_min = 5.0f,
.speed_max = 20.0f,
.life_min = 0.04f,
.life_max = 0.08f,
.size_min = 3.0f,
.size_max = 5.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {255, 240, 200, 255}, /* bright flash */
.color_vary = false,
};
particle_emit(&flash);
/* Smoke cloud — slower, lingers */
ParticleBurst smoke = {
.origin = pos,
.count = 8,
.speed_min = 15.0f,
.speed_max = 50.0f,
.life_min = 0.3f,
.life_max = 0.7f,
.size_min = 2.5f,
.size_max = 4.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 3.5f,
.gravity_scale = -0.1f, /* floats up */
.color = {120, 120, 130, 180}, /* dark smoke */
.color_vary = true,
};
particle_emit(&smoke);
}
/* Spawn a single dust mote with the given visual properties. */
static void spawn_dust_mote(Vec2 pos, Vec2 vel,
float life_min, float life_max,

View File

@@ -89,6 +89,12 @@ void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
/* Wall slide dust (small puffs while scraping against a wall) */
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
/* Metal hit sparks (turret/machine takes non-lethal damage) */
void particle_emit_hit_sparks(Vec2 pos);
/* Metal explosion (turret/machine death — shrapnel + flash) */
void particle_emit_metal_explosion(Vec2 pos);
/* Ambient atmosphere dust (call each frame for Mars Surface levels).
* Spawns subtle dust motes around the camera viewport that drift with wind.
* cam_pos = camera top-left world position, vp = viewport size in pixels. */

View File

@@ -6,6 +6,14 @@
#include <stdlib.h>
#include <string.h>
/* ── Transition style name → enum mapping ── */
static TransitionStyle parse_transition_style(const char *name) {
if (strcmp(name, "spacecraft") == 0) return TRANS_SPACECRAFT;
if (strcmp(name, "elevator") == 0) return TRANS_ELEVATOR;
if (strcmp(name, "teleporter") == 0) return TRANS_TELEPORTER;
return TRANS_NONE;
}
/* Read a full line from f into a dynamically growing buffer.
* *buf and *cap track the heap buffer; the caller must free *buf.
* Returns the line length, or -1 on EOF/error. */
@@ -120,6 +128,16 @@ bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer) {
}
} else if (strncmp(line, "PLAYER_UNARMED", 14) == 0) {
map->player_unarmed = true;
} else if (strncmp(line, "TRANSITION_IN ", 14) == 0) {
char tname[32] = {0};
if (sscanf(line + 14, "%31s", tname) == 1) {
map->transition_in = parse_transition_style(tname);
}
} else if (strncmp(line, "TRANSITION_OUT ", 15) == 0) {
char tname[32] = {0};
if (sscanf(line + 15, "%31s", tname) == 1) {
map->transition_out = parse_transition_style(tname);
}
} else if (strncmp(line, "EXIT ", 5) == 0) {
if (map->exit_zone_count < MAX_EXIT_ZONES) {
ExitZone *ez = &map->exit_zones[map->exit_zone_count];

View File

@@ -58,6 +58,8 @@ typedef struct Tilemap {
char parallax_near_path[ASSET_PATH_MAX]; /* near bg image path */
int parallax_style; /* procedural bg style (0=default) */
bool player_unarmed; /* if true, player starts without gun */
TransitionStyle transition_in; /* transition animation for level entry */
TransitionStyle transition_out; /* transition animation for level exit */
EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
int entity_spawn_count;
ExitZone exit_zones[MAX_EXIT_ZONES];

View File

@@ -9,9 +9,20 @@
/* Initialize client_id in localStorage and store the analytics
* API URL + key. Called once at startup. */
EM_JS(void, js_analytics_init, (), {
/* Generate or retrieve a persistent client UUID */
/* Generate or retrieve a persistent client UUID.
* crypto.randomUUID() requires a secure context (HTTPS) and is
* absent in older browsers, so fall back to a manual v4 UUID. */
if (!localStorage.getItem('jnr_client_id')) {
localStorage.setItem('jnr_client_id', crypto.randomUUID());
var uuid;
if (typeof crypto !== 'undefined' && typeof crypto.randomUUID === 'function') {
uuid = crypto.randomUUID();
} else {
uuid = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
var r = Math.random() * 16 | 0;
return (c === 'x' ? r : (r & 0x3 | 0x8)).toString(16);
});
}
localStorage.setItem('jnr_client_id', uuid);
}
/* Store config on the Module for later use by other EM_JS calls.
* ANALYTICS_URL and ANALYTICS_KEY are replaced at build time via

View File

@@ -1,5 +1,6 @@
#include "game/editor.h"
#include "game/entity_registry.h"
#include "game/transition.h"
#include "engine/core.h"
#include "engine/input.h"
#include "engine/renderer.h"
@@ -359,6 +360,16 @@ static bool save_tilemap(const Tilemap *map, const char *path) {
if (map->player_unarmed)
fprintf(f, "PLAYER_UNARMED\n");
/* Transition styles */
if (map->transition_in != TRANS_NONE) {
fprintf(f, "TRANSITION_IN %s\n",
transition_style_name(map->transition_in));
}
if (map->transition_out != TRANS_NONE) {
fprintf(f, "TRANSITION_OUT %s\n",
transition_style_name(map->transition_out));
}
fprintf(f, "\n");
/* Entity spawns */

View File

@@ -5,9 +5,46 @@
#include "engine/renderer.h"
#include "engine/particle.h"
#include "engine/audio.h"
#include "config.h"
#include <stdlib.h>
#include <math.h>
/* ── Shared helpers ───────────────────────────────── */
/* Kill enemy if it fell past the bottom of the level. */
static bool enemy_check_level_bottom(Entity *self, const Tilemap *map,
EntityManager *em) {
float level_bottom = (float)(map->height * TILE_SIZE);
if (self->body.pos.y > level_bottom) {
self->flags |= ENTITY_DEAD;
self->health = 0;
entity_destroy(em, self);
return true;
}
return false;
}
/* Check for cliff ahead of a ground enemy. Returns true if cliff detected.
* Uses a wider lookahead that scales with speed for fast-moving enemies. */
static bool enemy_detect_cliff(const Body *body, float patrol_dir,
float speed, const Tilemap *map) {
if (!body->on_ground) return false;
/* Scale lookahead with speed: at least 4px, up to speed/10 */
float lookahead = speed * 0.1f;
if (lookahead < 4.0f) lookahead = 4.0f;
float check_x = (patrol_dir > 0) ?
body->pos.x + body->size.x + lookahead :
body->pos.x - lookahead;
float check_y = body->pos.y + body->size.y + 4.0f;
int tx = world_to_tile(check_x);
int ty = world_to_tile(check_y);
return !tilemap_is_solid(map, tx, ty);
}
/* ════════════════════════════════════════════════════
* GRUNT - ground patrol enemy
* ════════════════════════════════════════════════════ */
@@ -20,6 +57,9 @@ static void grunt_update(Entity *self, float dt, const Tilemap *map) {
Body *body = &self->body;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_grunt_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_grunt_death);
@@ -48,19 +88,10 @@ static void grunt_update(Entity *self, float dt, const Tilemap *map) {
gd->patrol_dir = -gd->patrol_dir;
}
/* Turn around at ledge: check if there's ground ahead */
if (body->on_ground) {
float check_x = (gd->patrol_dir > 0) ?
body->pos.x + body->size.x + 2.0f :
body->pos.x - 2.0f;
float check_y = body->pos.y + body->size.y + 4.0f;
int tx = world_to_tile(check_x);
int ty = world_to_tile(check_y);
if (!tilemap_is_solid(map, tx, ty)) {
gd->patrol_dir = -gd->patrol_dir;
}
/* Turn around at ledge */
if (enemy_detect_cliff(body, gd->patrol_dir, GRUNT_SPEED, map)) {
gd->patrol_dir = -gd->patrol_dir;
body->vel.x = 0;
}
/* Animation */
@@ -146,12 +177,14 @@ static Entity *find_player(EntityManager *em) {
}
static void flyer_update(Entity *self, float dt, const Tilemap *map) {
(void)map; /* flyers don't collide with tiles */
FlyerData *fd = (FlyerData *)self->data;
if (!fd) return;
Body *body = &self->body;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_flyer_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_flyer_death);
@@ -289,6 +322,9 @@ static void charger_update(Entity *self, float dt, const Tilemap *map) {
Body *body = &self->body;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_charger_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_charger_death);
@@ -319,14 +355,10 @@ static void charger_update(Entity *self, float dt, const Tilemap *map) {
}
/* Reverse at ledge */
if (body->on_ground) {
float cx = (cd->patrol_dir > 0) ?
body->pos.x + body->size.x + 2.0f :
body->pos.x - 2.0f;
float cy = body->pos.y + body->size.y + 4.0f;
if (!tilemap_is_solid(map, world_to_tile(cx), world_to_tile(cy))) {
cd->patrol_dir = -cd->patrol_dir;
}
if (enemy_detect_cliff(body, cd->patrol_dir,
CHARGER_PATROL_SPEED, map)) {
cd->patrol_dir = -cd->patrol_dir;
body->vel.x = 0;
}
/* Detect player — horizontal line-of-sight */
@@ -510,10 +542,12 @@ static int count_alive_grunts(EntityManager *em) {
}
static void spawner_update(Entity *self, float dt, const Tilemap *map) {
(void)map;
SpawnerData *sd = (SpawnerData *)self->data;
if (!sd) return;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_spawner_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_spawner_death);

View File

@@ -17,6 +17,7 @@
#include "engine/input.h"
#include "engine/camera.h"
#include "engine/assets.h"
#include "engine/font.h"
#include <stdio.h>
#include <string.h>
#include <math.h>
@@ -176,36 +177,45 @@ static Camera *s_active_camera = NULL;
static void damage_entity(Entity *target, int damage) {
target->health -= damage;
Vec2 center = vec2(
target->body.pos.x + target->body.size.x * 0.5f,
target->body.pos.y + target->body.size.y * 0.5f
);
if (target->health <= 0) {
target->flags |= ENTITY_DEAD;
/* Death particles — centered on entity */
Vec2 center = vec2(
target->body.pos.x + target->body.size.x * 0.5f,
target->body.pos.y + target->body.size.y * 0.5f
);
SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255}; /* red debris */
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255}; /* purple puff */
} else if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
death_color = (SDL_Color){160, 160, 160, 255}; /* metal scraps */
} else if (target->type == ENT_ENEMY_CHARGER) {
death_color = (SDL_Color){220, 140, 40, 255}; /* orange spark */
} else if (target->type == ENT_SPAWNER) {
death_color = (SDL_Color){180, 60, 180, 255}; /* purple burst */
/* Death particles — turrets get a metal explosion, others a puff */
if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
particle_emit_metal_explosion(center);
} else {
death_color = (SDL_Color){200, 200, 200, 255}; /* grey */
SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255};
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255};
} else if (target->type == ENT_ENEMY_CHARGER) {
death_color = (SDL_Color){220, 140, 40, 255};
} else if (target->type == ENT_SPAWNER) {
death_color = (SDL_Color){180, 60, 180, 255};
} else {
death_color = (SDL_Color){200, 200, 200, 255};
}
particle_emit_death_puff(center, death_color);
}
particle_emit_death_puff(center, death_color);
/* Screen shake on kill */
/* Screen shake on kill — stronger for turret explosions */
if (s_active_camera) {
camera_shake(s_active_camera, 2.0f, 0.15f);
float intensity = (target->type == ENT_TURRET ||
target->type == ENT_LASER_TURRET) ? 3.5f : 2.0f;
camera_shake(s_active_camera, intensity, 0.15f);
}
audio_play_sound_at(s_sfx_enemy_death, 80, center, 0);
} else if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
/* Hit marker sparks on non-lethal turret damage */
particle_emit_hit_sparks(center);
}
}
@@ -227,11 +237,14 @@ static void damage_player(Entity *player, int damage, Entity *source) {
ppd->inv_timer = PLAYER_INV_TIME;
player->flags |= ENTITY_INVINCIBLE;
/* Knockback away from source */
/* Knockback away from source, scaled by source speed */
if (source) {
float knock_dir = (player->body.pos.x < source->body.pos.x) ?
-1.0f : 1.0f;
player->body.vel.x = knock_dir * 150.0f;
float src_speed = fabsf(source->body.vel.x);
float knock_str = 150.0f;
if (src_speed > knock_str) knock_str = src_speed;
player->body.vel.x = knock_dir * knock_str;
player->body.vel.y = -150.0f;
}
}
@@ -293,8 +306,7 @@ static void handle_collisions(EntityManager *em) {
}
/* ── Enemy contact damage to player ──── */
if (player && !(player->flags & ENTITY_INVINCIBLE) &&
entity_is_enemy(a) && !(a->flags & ENTITY_DEAD)) {
if (player && entity_is_enemy(a) && !(a->flags & ENTITY_DEAD)) {
if (physics_overlap(&a->body, &player->body)) {
/* Check if player is stomping (falling onto enemy from above) */
bool stomping = (player->body.vel.y > 0) &&
@@ -306,8 +318,16 @@ static void handle_collisions(EntityManager *em) {
damage_entity(a, 2);
if (a->flags & ENTITY_DEAD) stats_record_kill();
player->body.vel.y = -PLAYER_JUMP_FORCE * 0.7f;
} else {
damage_player(player, a->damage, a);
} else if (!(player->flags & ENTITY_INVINCIBLE)) {
/* Charger deals extra damage and knockback while charging */
int dmg = a->damage;
if (a->type == ENT_ENEMY_CHARGER) {
ChargerData *cd = (ChargerData *)a->data;
if (cd && cd->state == CHARGER_CHARGE) {
dmg = 2;
}
}
damage_player(player, dmg, a);
}
}
}
@@ -779,6 +799,20 @@ void level_render(Level *level, float interpolation) {
}
}
/* Draw score in top-right corner */
{
GameStats *stats = stats_get_active();
if (stats) {
stats_update_score(stats);
char score_buf[16];
snprintf(score_buf, sizeof(score_buf), "%d", stats->score);
int text_w = font_text_width(score_buf);
font_draw_text(g_engine.renderer, score_buf,
SCREEN_WIDTH - text_w - 8, 8,
(SDL_Color){255, 220, 80, 255});
}
}
/* Flush the renderer */
renderer_flush(cam);
}

View File

@@ -1,4 +1,5 @@
#include "game/levelgen.h"
#include "game/transition.h"
#include "engine/parallax.h"
#include <stdio.h>
#include <stdlib.h>
@@ -1317,6 +1318,14 @@ bool levelgen_generate(Tilemap *map, const LevelGenConfig *config) {
snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/algardalgar.ogg");
}
/* Transition style — interior themes use elevator, surface uses none
* (spacecraft entity handles surface transitions). */
if (primary_theme == THEME_PLANET_BASE || primary_theme == THEME_MARS_BASE
|| primary_theme == THEME_SPACE_STATION) {
map->transition_in = TRANS_ELEVATOR;
map->transition_out = TRANS_ELEVATOR;
}
/* Tileset */
/* NOTE: tileset texture will be loaded by level_load_generated */
@@ -1826,6 +1835,10 @@ bool levelgen_generate_station(Tilemap *map, const LevelGenConfig *config) {
/* Music */
snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/algardalgar.ogg");
/* Interior levels use elevator transitions. */
map->transition_in = TRANS_ELEVATOR;
map->transition_out = TRANS_ELEVATOR;
printf("levelgen_station: generated %dx%d level (%d segments, seed=%u, gravity=%.0f)\n",
map->width, map->height, num_segs, s_rng_state, map->gravity);
printf(" segments:");
@@ -2485,6 +2498,10 @@ bool levelgen_generate_mars_base(Tilemap *map, const LevelGenConfig *config) {
/* Music */
snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/kaffe_og_kage.ogg");
/* Interior levels use elevator transitions. */
map->transition_in = TRANS_ELEVATOR;
map->transition_out = TRANS_ELEVATOR;
printf("levelgen_mars_base: generated %dx%d level (%d segments, seed=%u)\n",
map->width, map->height, num_segs, s_rng_state);
printf(" segments:");
@@ -2541,6 +2558,16 @@ bool levelgen_dump_lvl(const Tilemap *map, const char *path) {
fprintf(f, "PLAYER_UNARMED\n");
}
/* Transition styles */
if (map->transition_in != TRANS_NONE) {
fprintf(f, "TRANSITION_IN %s\n",
transition_style_name(map->transition_in));
}
if (map->transition_out != TRANS_NONE) {
fprintf(f, "TRANSITION_OUT %s\n",
transition_style_name(map->transition_out));
}
fprintf(f, "\n");
/* Entity spawns */

View File

@@ -300,6 +300,33 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
return;
}
/* ── Double-tap down for free downward jetpack ── */
if (!body->on_ground && input_pressed(ACTION_DOWN)) {
if (pd->down_tap_timer > 0) {
/* Second tap — trigger free downward dash */
pd->down_tap_timer = 0;
pd->dash_timer = PLAYER_DASH_DURATION;
pd->dash_dir = vec2(0.0f, 1.0f);
/* Invincibility during dash + short grace period after */
pd->inv_timer = PLAYER_DASH_DURATION + PLAYER_DASH_INV_GRACE;
self->flags |= ENTITY_INVINCIBLE;
/* Jetpack burst downward */
Vec2 exhaust_pos = vec2(
body->pos.x + body->size.x * 0.5f,
body->pos.y + body->size.y * 0.5f
);
particle_emit_jetpack_burst(exhaust_pos, pd->dash_dir);
audio_play_sound(s_sfx_dash, 96);
return;
}
pd->down_tap_timer = 0.3f; /* window for second tap */
}
if (pd->down_tap_timer > 0) {
pd->down_tap_timer -= dt;
}
if (input_pressed(ACTION_DASH) && pd->dash_charges > 0) {
pd->dash_charges--;
stats_record_dash();
@@ -478,6 +505,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
/* ── Landing detection ───────────────────── */
if (body->on_ground && !pd->was_on_ground) {
pd->down_tap_timer = 0; /* reset double-tap on landing */
/* Just landed — emit dust at feet */
Vec2 feet = vec2(
body->pos.x + body->size.x * 0.5f,

View File

@@ -39,6 +39,7 @@
/* Invincibility after taking damage */
#define PLAYER_INV_TIME 1.5f /* seconds of invincibility */
#define PLAYER_DASH_INV_GRACE 0.15f /* extra invincibility after dash */
/* Aim direction (for shooting) */
typedef enum AimDir {
@@ -67,6 +68,8 @@ typedef struct PlayerData {
AimDir aim_dir; /* current aim direction */
bool looking_up; /* holding up without moving */
float look_up_timer; /* how long up has been held */
/* Down-arrow double-tap (free downward jetpack) */
float down_tap_timer; /* time since last mid-air down press */
/* Death / Respawn */
float respawn_timer; /* countdown after death anim finishes */
Vec2 spawn_point; /* where to respawn */

View File

@@ -8,10 +8,10 @@ void stats_reset(GameStats *s) {
}
void stats_update_score(GameStats *s) {
int score = s->levels_completed * 100
+ s->enemies_killed * 10
- s->deaths * 25
+ s->pickups_collected * 5;
int score = s->enemies_killed * 100
+ s->levels_completed * 500
- s->deaths * 200
- (int)s->time_elapsed;
s->score = score > 0 ? score : 0;
}

351
src/game/transition.c Normal file
View File

@@ -0,0 +1,351 @@
#include "game/transition.h"
#include "engine/core.h"
#include "engine/audio.h"
#include "engine/particle.h"
#include "config.h"
#include <string.h>
#include <math.h>
#include <SDL2/SDL.h>
/* ═══════════════════════════════════════════════════
* Constants
* ═══════════════════════════════════════════════════ */
/* ── Elevator timing ── */
#define ELEVATOR_CLOSE_DURATION 0.6f /* doors slide shut */
#define ELEVATOR_HOLD_DURATION 0.3f /* closed with rumble */
#define ELEVATOR_OPEN_DURATION 0.6f /* doors slide open */
#define ELEVATOR_OUT_DURATION (ELEVATOR_CLOSE_DURATION + ELEVATOR_HOLD_DURATION)
#define ELEVATOR_IN_DURATION (ELEVATOR_HOLD_DURATION + ELEVATOR_OPEN_DURATION)
/* ── Teleporter timing ── */
#define TELEPORT_DISSOLVE_DURATION 0.5f /* scanline sweep out */
#define TELEPORT_FLASH_DURATION 0.15f /* white flash */
#define TELEPORT_MATERIALIZE_DURATION 0.5f /* scanline sweep in */
#define TELEPORT_OUT_DURATION (TELEPORT_DISSOLVE_DURATION + TELEPORT_FLASH_DURATION)
#define TELEPORT_IN_DURATION (TELEPORT_FLASH_DURATION + TELEPORT_MATERIALIZE_DURATION)
/* ── Scanline dissolve parameters ── */
#define SCANLINE_HEIGHT 3 /* pixel height per band */
#define SCANLINE_STAGGER 0.3f /* time spread between first/last band */
/* ── Elevator colors ── */
#define ELEV_R 40
#define ELEV_G 42
#define ELEV_B 48
/* ── Sound effects ── */
static Sound s_sfx_teleport;
static bool s_sfx_loaded = false;
static void ensure_sfx(void) {
if (s_sfx_loaded) return;
s_sfx_teleport = audio_load_sound("assets/sounds/teleport.wav");
s_sfx_loaded = true;
}
/* ═══════════════════════════════════════════════════
* Outro duration for a given style
* ═══════════════════════════════════════════════════ */
static float outro_duration(TransitionStyle style) {
switch (style) {
case TRANS_ELEVATOR: return ELEVATOR_OUT_DURATION;
case TRANS_TELEPORTER: return TELEPORT_OUT_DURATION;
default: return 0.0f;
}
}
static float intro_duration(TransitionStyle style) {
switch (style) {
case TRANS_ELEVATOR: return ELEVATOR_IN_DURATION;
case TRANS_TELEPORTER: return TELEPORT_IN_DURATION;
default: return 0.0f;
}
}
/* ═══════════════════════════════════════════════════
* Public API
* ═══════════════════════════════════════════════════ */
void transition_start_out(TransitionState *ts, TransitionStyle out_style) {
ensure_sfx();
ts->out_style = out_style;
ts->in_style = TRANS_NONE;
ts->phase = TRANS_PHASE_OUT;
ts->timer = 0.0f;
ts->phase_dur = outro_duration(out_style);
ts->sound_played = false;
}
void transition_set_in_style(TransitionState *ts, TransitionStyle in_style) {
ts->in_style = in_style;
}
void transition_update(TransitionState *ts, float dt, Camera *cam) {
if (ts->phase == TRANS_IDLE || ts->phase == TRANS_PHASE_DONE) return;
ts->timer += dt;
/* ── Outro phase ── */
if (ts->phase == TRANS_PHASE_OUT) {
/* Play sound once at start of teleporter dissolve. */
if (ts->out_style == TRANS_TELEPORTER && !ts->sound_played) {
audio_play_sound(s_sfx_teleport, 80);
ts->sound_played = true;
}
/* Elevator rumble during the hold period. */
if (ts->out_style == TRANS_ELEVATOR && cam) {
if (ts->timer > ELEVATOR_CLOSE_DURATION) {
camera_shake(cam, 3.0f, 0.1f);
}
}
if (ts->timer >= ts->phase_dur) {
ts->phase = TRANS_PHASE_LOAD;
}
return;
}
/* ── Load phase: caller must call transition_begin_intro() ── */
if (ts->phase == TRANS_PHASE_LOAD) {
return;
}
/* ── Intro phase ── */
if (ts->phase == TRANS_PHASE_IN) {
/* Elevator rumble at the start of intro (before doors open). */
if (ts->in_style == TRANS_ELEVATOR && cam) {
if (ts->timer < ELEVATOR_HOLD_DURATION) {
camera_shake(cam, 2.5f, 0.1f);
}
}
if (ts->timer >= ts->phase_dur) {
ts->phase = TRANS_PHASE_DONE;
}
return;
}
}
bool transition_needs_load(const TransitionState *ts) {
return ts->phase == TRANS_PHASE_LOAD;
}
void transition_begin_intro(TransitionState *ts) {
ts->phase = TRANS_PHASE_IN;
ts->timer = 0.0f;
ts->phase_dur = intro_duration(ts->in_style);
ts->sound_played = false;
}
bool transition_is_done(const TransitionState *ts) {
return ts->phase == TRANS_PHASE_DONE;
}
void transition_reset(TransitionState *ts) {
ts->phase = TRANS_IDLE;
ts->timer = 0.0f;
ts->phase_dur = 0.0f;
}
/* ═══════════════════════════════════════════════════
* Elevator rendering helpers
* ═══════════════════════════════════════════════════ */
/* Returns door coverage 0.0 (fully open) to 1.0 (fully closed). */
static float elevator_coverage(const TransitionState *ts) {
if (ts->phase == TRANS_PHASE_OUT) {
/* Closing: 0 → 1 over ELEVATOR_CLOSE_DURATION, then hold at 1. */
float t = ts->timer / ELEVATOR_CLOSE_DURATION;
if (t > 1.0f) t = 1.0f;
/* Ease-in-out for smooth motion. */
return t * t * (3.0f - 2.0f * t);
}
if (ts->phase == TRANS_PHASE_IN) {
/* Hold closed during ELEVATOR_HOLD_DURATION, then open. */
float open_t = ts->timer - ELEVATOR_HOLD_DURATION;
if (open_t <= 0.0f) return 1.0f;
float t = open_t / ELEVATOR_OPEN_DURATION;
if (t > 1.0f) t = 1.0f;
float ease = t * t * (3.0f - 2.0f * t);
return 1.0f - ease;
}
/* PHASE_LOAD: fully closed. */
return 1.0f;
}
static void render_elevator(const TransitionState *ts) {
float coverage = elevator_coverage(ts);
if (coverage <= 0.0f) return;
int half_h = (int)(coverage * (float)SCREEN_HEIGHT * 0.5f + 0.5f);
SDL_Renderer *r = g_engine.renderer;
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(r, ELEV_R, ELEV_G, ELEV_B, 255);
/* Top door. */
SDL_Rect top = {0, 0, SCREEN_WIDTH, half_h};
SDL_RenderFillRect(r, &top);
/* Bottom door. */
SDL_Rect bot = {0, SCREEN_HEIGHT - half_h, SCREEN_WIDTH, half_h};
SDL_RenderFillRect(r, &bot);
/* Thin bright seam at the meeting edge (visual detail). */
if (coverage > 0.7f) {
int seam_y = half_h - 1;
SDL_SetRenderDrawColor(r, 100, 110, 130, 255);
SDL_Rect seam_top = {0, seam_y, SCREEN_WIDTH, 1};
SDL_RenderFillRect(r, &seam_top);
int seam_bot_y = SCREEN_HEIGHT - half_h;
SDL_Rect seam_bot = {0, seam_bot_y, SCREEN_WIDTH, 1};
SDL_RenderFillRect(r, &seam_bot);
}
}
/* ═══════════════════════════════════════════════════
* Teleporter rendering helpers
* ═══════════════════════════════════════════════════ */
/* Scanline dissolve progress: each band sweeps across the screen.
* band_idx: which band (0 = top), total_bands: how many bands,
* global_progress: 0.01.0 across the dissolve duration,
* reverse: if true, sweep right-to-left / bottom-to-top. */
static float band_progress(int band_idx, int total_bands,
float global_progress, bool reverse) {
float band_offset;
if (reverse) {
band_offset = (float)(total_bands - 1 - band_idx) / (float)total_bands
* SCANLINE_STAGGER;
} else {
band_offset = (float)band_idx / (float)total_bands * SCANLINE_STAGGER;
}
float local = (global_progress - band_offset) / (1.0f - SCANLINE_STAGGER);
if (local < 0.0f) local = 0.0f;
if (local > 1.0f) local = 1.0f;
return local;
}
static void render_teleporter_scanlines(float global_progress,
bool reverse) {
int total_bands = SCREEN_HEIGHT / SCANLINE_HEIGHT;
SDL_Renderer *r = g_engine.renderer;
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(r, 0, 0, 0, 255);
for (int i = 0; i < total_bands; i++) {
float bp = band_progress(i, total_bands, global_progress, reverse);
if (bp <= 0.0f) continue;
int y = i * SCANLINE_HEIGHT;
int w = (int)(bp * (float)SCREEN_WIDTH + 0.5f);
if (w <= 0) continue;
if (w > SCREEN_WIDTH) w = SCREEN_WIDTH;
/* Alternate sweep direction per band for visual interest. */
int x = (i % 2 == 0) ? 0 : (SCREEN_WIDTH - w);
SDL_Rect band = {x, y, w, SCANLINE_HEIGHT};
SDL_RenderFillRect(r, &band);
}
}
static void render_teleporter_flash(float alpha_f) {
if (alpha_f <= 0.0f) return;
uint8_t alpha = (uint8_t)(alpha_f * 255.0f);
if (alpha == 0) return;
SDL_Renderer *r = g_engine.renderer;
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(r, 255, 255, 255, alpha);
SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_RenderFillRect(r, &rect);
}
static void render_teleporter(const TransitionState *ts) {
if (ts->phase == TRANS_PHASE_OUT) {
/* Phase 1: scanline dissolve, then flash builds up. */
if (ts->timer < TELEPORT_DISSOLVE_DURATION) {
float progress = ts->timer / TELEPORT_DISSOLVE_DURATION;
render_teleporter_scanlines(progress, false);
} else {
/* Dissolve complete — full black + rising flash. */
render_teleporter_scanlines(1.0f, false);
float flash_t = (ts->timer - TELEPORT_DISSOLVE_DURATION)
/ TELEPORT_FLASH_DURATION;
if (flash_t > 1.0f) flash_t = 1.0f;
render_teleporter_flash(flash_t);
}
return;
}
if (ts->phase == TRANS_PHASE_LOAD) {
/* Fully covered: black + white flash. */
render_teleporter_scanlines(1.0f, false);
render_teleporter_flash(1.0f);
return;
}
if (ts->phase == TRANS_PHASE_IN) {
/* Phase 2: flash fades out, then scanlines recede. */
if (ts->timer < TELEPORT_FLASH_DURATION) {
/* Flash fading over black. */
render_teleporter_scanlines(1.0f, true);
float flash_t = 1.0f - ts->timer / TELEPORT_FLASH_DURATION;
render_teleporter_flash(flash_t);
} else {
/* Scanlines receding to reveal the new level. */
float mat_t = (ts->timer - TELEPORT_FLASH_DURATION)
/ TELEPORT_MATERIALIZE_DURATION;
if (mat_t > 1.0f) mat_t = 1.0f;
/* Progress inverted: 1.0 = fully covered, 0.0 = revealed. */
render_teleporter_scanlines(1.0f - mat_t, true);
}
return;
}
}
/* ═══════════════════════════════════════════════════
* Render dispatch
* ═══════════════════════════════════════════════════ */
void transition_render(const TransitionState *ts) {
if (ts->phase == TRANS_IDLE || ts->phase == TRANS_PHASE_DONE) return;
/* Pick the active style based on which phase we are in. */
TransitionStyle style = (ts->phase == TRANS_PHASE_IN)
? ts->in_style : ts->out_style;
switch (style) {
case TRANS_ELEVATOR: render_elevator(ts); break;
case TRANS_TELEPORTER: render_teleporter(ts); break;
default: break;
}
}
/* ═══════════════════════════════════════════════════
* Name ↔ enum conversion
* ═══════════════════════════════════════════════════ */
TransitionStyle transition_style_from_name(const char *name) {
if (!name) return TRANS_NONE;
if (strcmp(name, "spacecraft") == 0) return TRANS_SPACECRAFT;
if (strcmp(name, "elevator") == 0) return TRANS_ELEVATOR;
if (strcmp(name, "teleporter") == 0) return TRANS_TELEPORTER;
return TRANS_NONE;
}
const char *transition_style_name(TransitionStyle style) {
switch (style) {
case TRANS_SPACECRAFT: return "spacecraft";
case TRANS_ELEVATOR: return "elevator";
case TRANS_TELEPORTER: return "teleporter";
default: return "none";
}
}

68
src/game/transition.h Normal file
View File

@@ -0,0 +1,68 @@
#ifndef JNR_TRANSITION_H
#define JNR_TRANSITION_H
#include <stdbool.h>
#include "engine/camera.h"
#include "config.h"
/* ═══════════════════════════════════════════════════
* Level transition animations
*
* Two-phase system: outro (on the old level) then
* intro (on the new level). The caller is responsible
* for freeing the old level and loading the new one
* between phases (when transition_needs_load() is true).
*
* TransitionStyle enum is defined in config.h so that
* both engine (tilemap) and game code can reference it
* without circular includes.
* ═══════════════════════════════════════════════════ */
typedef enum TransitionPhase {
TRANS_IDLE, /* no transition active */
TRANS_PHASE_OUT, /* outro animation on the old level */
TRANS_PHASE_LOAD, /* ready for the caller to swap levels */
TRANS_PHASE_IN, /* intro animation on the new level */
TRANS_PHASE_DONE, /* transition complete, return to play */
} TransitionPhase;
typedef struct TransitionState {
TransitionStyle out_style; /* outro style (from departing level) */
TransitionStyle in_style; /* intro style (from arriving level) */
TransitionPhase phase;
float timer; /* elapsed time in current phase */
float phase_dur; /* total duration of current phase */
bool sound_played; /* flag to fire a sound once per phase */
} TransitionState;
/* Start the outro phase. out_style comes from the departing level. */
void transition_start_out(TransitionState *ts, TransitionStyle out_style);
/* Set the intro style (call after loading the new level). */
void transition_set_in_style(TransitionState *ts, TransitionStyle in_style);
/* Advance the transition. cam may be NULL during the load gap. */
void transition_update(TransitionState *ts, float dt, Camera *cam);
/* True when the outro is done and the caller should swap levels. */
bool transition_needs_load(const TransitionState *ts);
/* Acknowledge the load — advance to the intro phase. */
void transition_begin_intro(TransitionState *ts);
/* True when the full transition is finished. */
bool transition_is_done(const TransitionState *ts);
/* Render the transition overlay (call AFTER rendering the level). */
void transition_render(const TransitionState *ts);
/* Reset to idle. */
void transition_reset(TransitionState *ts);
/* Parse a style name string ("none", "elevator", etc.). */
TransitionStyle transition_style_from_name(const char *name);
/* Return the directive string for a style. */
const char *transition_style_name(TransitionStyle style);
#endif /* JNR_TRANSITION_H */

View File

@@ -1,11 +1,13 @@
#include "engine/core.h"
#include "engine/input.h"
#include "engine/font.h"
#include "engine/debuglog.h"
#include "game/level.h"
#include "game/levelgen.h"
#include "game/editor.h"
#include "game/stats.h"
#include "game/analytics.h"
#include "game/transition.h"
#include "config.h"
#include <stdio.h>
#include <string.h>
@@ -24,6 +26,7 @@ typedef enum GameMode {
MODE_PLAY,
MODE_EDITOR,
MODE_PAUSED,
MODE_TRANSITION,
} GameMode;
static Level s_level;
@@ -32,6 +35,7 @@ static GameMode s_mode = MODE_PLAY;
static bool s_use_procgen = false;
static bool s_dump_lvl = false;
static bool s_use_editor = false;
static bool s_use_debuglog = false;
static uint32_t s_gen_seed = 0;
static char s_edit_path[256] = {0};
static char s_level_path[ASSET_PATH_MAX] = {0}; /* path of active play-mode level */
@@ -56,6 +60,10 @@ static bool s_session_active = false;
#define PAUSE_ITEM_COUNT 3
static int s_pause_selection = 0; /* 0=Resume, 1=Restart, 2=Quit */
/* ── Level transition state ── */
static TransitionState s_transition;
static char s_pending_target[ASSET_PATH_MAX] = {0}; /* exit target stashed during transition */
#ifdef __EMSCRIPTEN__
/* JS-initiated level load request (level-select dropdown in shell). */
static int s_js_load_request = 0;
@@ -88,6 +96,7 @@ static const char *theme_name(LevelTheme t) {
static bool load_level_file(const char *path) {
if (!level_load(&s_level, path)) return false;
snprintf(s_level_path, sizeof(s_level_path), "%s", path);
debuglog_set_level(&s_level, path);
return true;
}
@@ -186,6 +195,7 @@ static void load_generated_level(void) {
g_engine.running = false;
}
s_level_path[0] = '\0'; /* generated levels have no file path */
debuglog_set_level(&s_level, "generated");
}
static void load_station_level(void) {
@@ -211,6 +221,7 @@ static void load_station_level(void) {
g_engine.running = false;
}
s_level_path[0] = '\0'; /* generated levels have no file path */
debuglog_set_level(&s_level, "generated:station");
}
static void load_mars_base_level(void) {
@@ -242,6 +253,7 @@ static void load_mars_base_level(void) {
g_engine.running = false;
}
s_level_path[0] = '\0';
debuglog_set_level(&s_level, "generated:mars_base");
}
/* ── Analytics session helpers ── */
@@ -262,6 +274,7 @@ static void end_session(const char *reason) {
/* ── Switch to editor mode ── */
static void enter_editor(void) {
if (s_mode == MODE_PLAY) {
debuglog_set_level(NULL, NULL);
level_free(&s_level);
}
s_mode = MODE_EDITOR;
@@ -301,6 +314,7 @@ static void enter_test_play(void) {
/* ── Return from test play to editor ── */
static void return_to_editor(void) {
debuglog_set_level(NULL, NULL);
level_free(&s_level);
s_mode = MODE_EDITOR;
s_testing_from_editor = false;
@@ -309,6 +323,7 @@ static void return_to_editor(void) {
/* ── Restart current level (file-based or generated) ── */
static void restart_level(void) {
debuglog_set_level(NULL, NULL);
level_free(&s_level);
if (s_level_path[0]) {
if (!load_level_file(s_level_path)) {
@@ -321,6 +336,49 @@ static void restart_level(void) {
}
}
/* ── Level load dispatch — loads the next level based on target string ── */
static void dispatch_level_load(const char *target) {
debuglog_set_level(NULL, NULL);
if (target[0] == '\0') {
/* Empty target = victory / end of game. */
printf("Level complete! (no next level)\n");
end_session("completed");
level_free(&s_level);
s_station_depth = 0;
s_mars_depth = 0;
if (!load_level_file("assets/levels/moon01.lvl")) {
g_engine.running = false;
}
begin_session();
} else if (strcmp(target, "generate") == 0) {
printf("Transitioning to generated level\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
load_generated_level();
} else if (strcmp(target, "generate:station") == 0) {
printf("Transitioning to space station level\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
load_station_level();
} else if (strcmp(target, "generate:mars_base") == 0) {
printf("Transitioning to Mars Base level\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
load_mars_base_level();
} else {
printf("Transitioning to: %s\n", target);
char path[ASSET_PATH_MAX];
snprintf(path, sizeof(path), "%s", target);
level_free(&s_level);
if (!load_level_file(path)) {
fprintf(stderr, "Failed to load next level: %s\n", path);
if (!load_level_file("assets/levels/moon01.lvl")) {
g_engine.running = false;
}
}
}
}
/* ═══════════════════════════════════════════════════
* Game callbacks
* ═══════════════════════════════════════════════════ */
@@ -392,13 +450,26 @@ static void game_update(float dt) {
/* Handle deferred level load from JS shell dropdown. */
if (s_js_load_request && s_js_load_path[0]) {
s_js_load_request = 0;
if (s_mode == MODE_EDITOR) {
/* Load the selected level into the editor, not gameplay. */
if (!editor_load(&s_editor, s_js_load_path)) {
fprintf(stderr, "Failed to load level in editor: %s\n",
s_js_load_path);
}
snprintf(s_edit_path, sizeof(s_edit_path), "%s", s_js_load_path);
s_js_load_path[0] = '\0';
return;
}
end_session("quit");
/* Tear down whatever mode we are in. */
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED) {
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED
|| s_mode == MODE_TRANSITION) {
debuglog_set_level(NULL, NULL);
transition_reset(&s_transition);
level_free(&s_level);
} else if (s_mode == MODE_EDITOR) {
editor_free(&s_editor);
}
s_mode = MODE_PLAY;
@@ -440,8 +511,35 @@ static void game_update(float dt) {
return;
}
if (s_mode == MODE_TRANSITION) {
transition_update(&s_transition, dt, &s_level.camera);
/* Outro finished — swap levels. */
if (transition_needs_load(&s_transition)) {
dispatch_level_load(s_pending_target);
s_pending_target[0] = '\0';
/* Use the new level's intro style. */
TransitionStyle in_style = s_level.map.transition_in;
transition_set_in_style(&s_transition, in_style);
transition_begin_intro(&s_transition);
}
/* Intro finished — return to play. */
if (transition_is_done(&s_transition)) {
transition_reset(&s_transition);
s_mode = MODE_PLAY;
}
return;
}
/* ── Play mode ── */
/* F12: dump debug log to text file. */
if (input_key_pressed(SDL_SCANCODE_F12) && debuglog_is_enabled()) {
debuglog_dump("debug_log.txt");
}
/* Pause on escape (return to editor during test play) */
if (input_pressed(ACTION_PAUSE)) {
if (s_testing_from_editor) {
@@ -457,6 +555,7 @@ static void game_update(float dt) {
if (!s_testing_from_editor && input_key_pressed(SDL_SCANCODE_E)) {
/* Load the current level file into the editor if available */
snprintf(s_edit_path, sizeof(s_edit_path), "%s", s_level_path);
debuglog_set_level(NULL, NULL);
level_free(&s_level);
enter_editor();
return;
@@ -468,6 +567,7 @@ static void game_update(float dt) {
if (r_pressed && !r_was_pressed) {
printf("\n=== Regenerating level ===\n");
end_session("quit");
debuglog_set_level(NULL, NULL);
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
s_use_procgen = true;
@@ -492,49 +592,16 @@ static void game_update(float dt) {
s_stats.levels_completed++;
}
if (target[0] == '\0') {
/* Empty target = victory / end of game */
printf("Level complete! (no next level)\n");
end_session("completed");
/* Loop back to the beginning, reset progression state */
level_free(&s_level);
s_station_depth = 0;
s_mars_depth = 0;
if (!load_level_file("assets/levels/moon01.lvl")) {
g_engine.running = false;
}
begin_session();
} else if (strcmp(target, "generate") == 0) {
/* Procedurally generated next level */
printf("Transitioning to generated level\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
load_generated_level();
} else if (strcmp(target, "generate:station") == 0) {
/* Procedurally generated space station level */
printf("Transitioning to space station level\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
load_station_level();
} else if (strcmp(target, "generate:mars_base") == 0) {
/* Procedurally generated Mars Base level */
printf("Transitioning to Mars Base level\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
load_mars_base_level();
TransitionStyle out_style = s_level.map.transition_out;
if (out_style == TRANS_ELEVATOR || out_style == TRANS_TELEPORTER) {
/* Animated transition: stash target, start outro. */
snprintf(s_pending_target, sizeof(s_pending_target), "%s", target);
transition_start_out(&s_transition, out_style);
s_mode = MODE_TRANSITION;
} else {
/* Load a specific level file */
printf("Transitioning to: %s\n", target);
char path[ASSET_PATH_MAX];
snprintf(path, sizeof(path), "%s", target);
level_free(&s_level);
if (!load_level_file(path)) {
fprintf(stderr, "Failed to load next level: %s\n", path);
/* Fallback to moon01 */
if (!load_level_file("assets/levels/moon01.lvl")) {
g_engine.running = false;
}
}
/* Instant transition (none or spacecraft-driven). */
dispatch_level_load(target);
}
}
}
@@ -587,6 +654,10 @@ static void game_render(float interpolation) {
/* Render frozen game frame, then overlay the pause menu. */
level_render(&s_level, interpolation);
pause_render();
} else if (s_mode == MODE_TRANSITION) {
/* Render the level (frozen) with the transition overlay on top. */
level_render(&s_level, interpolation);
transition_render(&s_transition);
} else {
level_render(&s_level, interpolation);
}
@@ -594,11 +665,13 @@ static void game_render(float interpolation) {
static void game_shutdown(void) {
end_session("quit");
debuglog_set_level(NULL, NULL);
/* Always free both — editor may have been initialized even if we're
* currently in play mode (e.g. shutdown during test play). editor_free
* and level_free are safe to call on zeroed/already-freed structs. */
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED || s_testing_from_editor) {
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED
|| s_mode == MODE_TRANSITION || s_testing_from_editor) {
level_free(&s_level);
}
if (s_mode == MODE_EDITOR || s_use_editor) {
@@ -621,6 +694,8 @@ int main(int argc, char *argv[]) {
if (i + 1 < argc) {
s_gen_seed = (uint32_t)atoi(argv[++i]);
}
} else if (strcmp(argv[i], "--debug-log") == 0) {
s_use_debuglog = true;
} else if (strcmp(argv[i], "--edit") == 0 || strcmp(argv[i], "-e") == 0) {
s_use_editor = true;
/* Optional: next arg is a file path */
@@ -633,6 +708,7 @@ int main(int argc, char *argv[]) {
printf(" --dump, -d Dump generated level to assets/levels/generated.lvl\n");
printf(" --seed N, -s N Set RNG seed for generation\n");
printf(" --edit [file], -e [file] Open level editor (optionally load a .lvl file)\n");
printf(" --debug-log Record game state every tick (F12 to dump)\n");
printf("\nIn-game:\n");
printf(" R Regenerate level with new random seed\n");
printf(" E Open level editor\n");
@@ -685,6 +761,11 @@ int main(int argc, char *argv[]) {
return 1;
}
debuglog_init();
if (s_use_debuglog) {
debuglog_enable();
}
engine_set_callbacks((GameCallbacks){
.init = game_init,
.update = game_update,
@@ -693,6 +774,7 @@ int main(int argc, char *argv[]) {
});
engine_run();
debuglog_shutdown();
engine_shutdown();
return 0;