Files
major_tom/src/engine/tilemap.h
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

83 lines
3.2 KiB
C

#ifndef JNR_TILEMAP_H
#define JNR_TILEMAP_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdint.h>
#include <math.h>
#include "config.h"
#include "util/vec2.h"
/* Forward declarations */
typedef struct Camera Camera;
typedef enum TileFlag {
TILE_SOLID = 1 << 0,
TILE_PLATFORM = 1 << 1, /* one-way, passable from below */
TILE_LADDER = 1 << 2,
TILE_HAZARD = 1 << 3, /* spikes, lava, etc. */
TILE_WATER = 1 << 4,
} TileFlag;
typedef struct TileDef {
uint16_t tex_x, tex_y; /* position in tileset (in tiles) */
uint32_t flags;
} TileDef;
/* Entity spawn entry read from .lvl files */
typedef struct EntitySpawn {
char type_name[32]; /* e.g. "grunt", "flyer" */
float x, y; /* world position (pixels) */
} EntitySpawn;
/* Exit zone — triggers level transition on player overlap */
typedef struct ExitZone {
float x, y, w, h; /* world-space bounding box */
char target[ASSET_PATH_MAX]; /* path to next level, or
* "generate" for procgen,
* or empty for "you win" */
} ExitZone;
typedef struct Tilemap {
int width, height; /* map size in tiles */
uint16_t *bg_layer; /* background tile IDs */
uint16_t *collision_layer; /* solid geometry tile IDs */
uint16_t *fg_layer; /* foreground decoration IDs */
TileDef tile_defs[MAX_TILE_DEFS];
int tile_def_count;
SDL_Texture *tileset;
int tileset_cols; /* columns in tileset image */
char tileset_path[ASSET_PATH_MAX]; /* tileset file path */
Vec2 player_spawn;
float gravity; /* level gravity (px/s^2), 0 = use default */
char music_path[ASSET_PATH_MAX]; /* level music file path */
SDL_Color bg_color; /* background clear color */
bool has_bg_color; /* true if BG_COLOR was set */
char parallax_far_path[ASSET_PATH_MAX]; /* far bg image path */
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 */
EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
int entity_spawn_count;
ExitZone exit_zones[MAX_EXIT_ZONES];
int exit_zone_count;
} Tilemap;
bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer);
void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
const Camera *cam, SDL_Renderer *renderer);
bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y);
uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y);
void tilemap_free(Tilemap *map);
/* World-pixel to tile coordinate helpers */
static inline int world_to_tile(float world_coord) {
return (int)floorf(world_coord / TILE_SIZE);
}
static inline float tile_to_world(int tile_coord) {
return (float)(tile_coord * TILE_SIZE);
}
#endif /* JNR_TILEMAP_H */