2.5 KiB
TODO
Distance-based sound effects ✓
Implemented: audio_set_listener(), audio_play_sound_at() with linear
attenuation and stereo panning. Used by enemy death, asteroid impact, and
powerup pickup.
Spacecraft art and entity ✓
Implemented: spacecraft PNG spritesheet (5 frames, 80x48 each), full entity with state machine (FLYING_IN → LANDING → LANDED → TAKEOFF → FLYING_OUT → DONE), engine/synth sounds, thruster particles, level intro sequence with deferred player spawn.
Large map support (5000x5000)
Audit the engine for anything that breaks or becomes slow at very large map sizes. Key areas to check:
- Tile layer allocation (
uint16_t *for 25M tiles) - Tilemap rendering culling (already viewport-clipped, verify correctness)
- Physics / collision queries (should only check nearby tiles)
- Entity updates (currently iterates full pool regardless of distance)
- Camera bounds and coordinate overflow (float precision at large coords)
- Level file parsing (row lines could exceed fgets buffer at 5000+ columns)
Spacecraft at level exit
Ship landing at exit zone when player approaches — player enters, ship takes off, triggers level transition. The intro/start sequence is done; this is the exit counterpart.
Asteroid refinement ✓
Implemented: base speed 120→200, accel 200→350, respawn 3→6s, stagger 0-3→0-8s, random horizontal drift (±60 px/s), moon level reduced from 24 to 8 asteroids.
Moon campaign: 3 levels with spacecraft transitions
Extend the moon into a 3-level sequence connected by spacecraft takeoff/landing:
- moon01.lvl — Current level. Exit triggers spacecraft takeoff, transitions to moon02.
- moon02.lvl — Second moon level (new terrain, new hazards). Starts with spacecraft landing intro. Exit triggers takeoff to moon03.
- moon03.lvl — Third/final moon level. Starts with spacecraft landing. Exit triggers takeoff and transitions to level01 (space station).
- level01.lvl (space station roof) — Starts with spacecraft landing on the station rooftop. Ship stays landed (no takeoff). First armed level.
- Moon exit transitions require the "spacecraft at level exit" feature so the ship flies in when the player approaches the exit zone.
Jetpack boost blue flame effects
- Add continuous blue flame particles trailing from the player during jetpack boost (while boost is active, not just on burst)
- Add blue accents to the jetpack burst effect itself — mix blue flame particles into the existing yellow/orange exhaust plume