forked from tas/major_tom
Introduce moon01.lvl as the starting level — a pure jump-and-run intro with no gun and no enemies, just platforming over gaps and dodging falling asteroids. The player picks up their gun upon transitioning to level01. New features: - Moon tileset and PARALLAX_STYLE_MOON with crater terrain backgrounds - Asteroid entity (ENT_ASTEROID): falls from sky, damages on contact, explodes on ground with particles, respawns after delay - PLAYER_UNARMED directive disables gun for the level - Pit rescue mechanic: falling costs 1 HP and auto-dashes upward - Gun powerup entity type for future armed-pickup levels - Segment-based procedural level generator with themed rooms - Extended editor with entity palette and improved tile cycling - Web shell improvements for Emscripten builds
254 lines
9.8 KiB
C
254 lines
9.8 KiB
C
#include "engine/tilemap.h"
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#include "engine/camera.h"
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#include "engine/assets.h"
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#include <SDL2/SDL_image.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer) {
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FILE *f = fopen(path, "r");
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if (!f) {
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fprintf(stderr, "Failed to open level: %s\n", path);
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return false;
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}
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memset(map, 0, sizeof(Tilemap));
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char line[1024];
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char tileset_path[256] = {0};
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int current_layer = -1; /* 0=collision, 1=bg, 2=fg */
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int row = 0;
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while (fgets(line, sizeof(line), f)) {
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/* Skip comments and empty lines */
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if (line[0] == '#' || line[0] == '\n' || line[0] == '\r') continue;
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/* Parse directives */
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if (strncmp(line, "TILESET ", 8) == 0) {
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sscanf(line + 8, "%255s", tileset_path);
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} else if (strncmp(line, "SIZE ", 5) == 0) {
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sscanf(line + 5, "%d %d", &map->width, &map->height);
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if (map->width <= 0 || map->height <= 0 ||
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map->width > 4096 || map->height > 4096) {
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fprintf(stderr, "Invalid map size: %dx%d\n", map->width, map->height);
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fclose(f);
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return false;
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}
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int total = map->width * map->height;
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map->collision_layer = calloc(total, sizeof(uint16_t));
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map->bg_layer = calloc(total, sizeof(uint16_t));
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map->fg_layer = calloc(total, sizeof(uint16_t));
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} else if (strncmp(line, "SPAWN ", 6) == 0) {
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float sx, sy;
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sscanf(line + 6, "%f %f", &sx, &sy);
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map->player_spawn = vec2(sx * TILE_SIZE, sy * TILE_SIZE);
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} else if (strncmp(line, "GRAVITY ", 8) == 0) {
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sscanf(line + 8, "%f", &map->gravity);
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} else if (strncmp(line, "TILEDEF ", 8) == 0) {
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int id, tx, ty;
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uint32_t flags;
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sscanf(line + 8, "%d %d %d %u", &id, &tx, &ty, &flags);
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if (id < MAX_TILE_DEFS) {
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map->tile_defs[id].tex_x = (uint16_t)tx;
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map->tile_defs[id].tex_y = (uint16_t)ty;
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map->tile_defs[id].flags = flags;
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if (id >= map->tile_def_count) {
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map->tile_def_count = id + 1;
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}
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}
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} else if (strncmp(line, "BG_COLOR ", 9) == 0) {
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int r, g, b;
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if (sscanf(line + 9, "%d %d %d", &r, &g, &b) == 3) {
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map->bg_color = (SDL_Color){
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(uint8_t)r, (uint8_t)g, (uint8_t)b, 255
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};
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map->has_bg_color = true;
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}
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} else if (strncmp(line, "PARALLAX_FAR ", 13) == 0) {
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sscanf(line + 13, "%255s", map->parallax_far_path);
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} else if (strncmp(line, "PARALLAX_NEAR ", 14) == 0) {
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sscanf(line + 14, "%255s", map->parallax_near_path);
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} else if (strncmp(line, "MUSIC ", 6) == 0) {
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sscanf(line + 6, "%255s", map->music_path);
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} else if (strncmp(line, "PARALLAX_STYLE ", 15) == 0) {
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int style = 0;
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if (sscanf(line + 15, "%d", &style) == 1) {
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map->parallax_style = style;
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}
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} else if (strncmp(line, "PLAYER_UNARMED", 14) == 0) {
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map->player_unarmed = true;
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} else if (strncmp(line, "EXIT ", 5) == 0) {
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if (map->exit_zone_count < MAX_EXIT_ZONES) {
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ExitZone *ez = &map->exit_zones[map->exit_zone_count];
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float tx, ty, tw, th;
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char target[ASSET_PATH_MAX] = {0};
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/* EXIT <tile_x> <tile_y> <tile_w> <tile_h> [target_path] */
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int n = sscanf(line + 5, "%f %f %f %f %255s",
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&tx, &ty, &tw, &th, target);
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if (n >= 4) {
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ez->x = tx * TILE_SIZE;
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ez->y = ty * TILE_SIZE;
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ez->w = tw * TILE_SIZE;
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ez->h = th * TILE_SIZE;
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if (n == 5) {
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snprintf(ez->target, sizeof(ez->target), "%s", target);
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} else {
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ez->target[0] = '\0'; /* no target = victory */
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}
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map->exit_zone_count++;
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}
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}
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} else if (strncmp(line, "ENTITY ", 7) == 0) {
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if (map->entity_spawn_count < MAX_ENTITY_SPAWNS) {
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EntitySpawn *es = &map->entity_spawns[map->entity_spawn_count];
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float tx, ty;
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if (sscanf(line + 7, "%31s %f %f", es->type_name, &tx, &ty) == 3) {
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es->x = tx * TILE_SIZE;
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es->y = ty * TILE_SIZE;
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map->entity_spawn_count++;
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}
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}
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} else if (strncmp(line, "LAYER ", 6) == 0) {
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row = 0;
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if (strstr(line, "collision")) current_layer = 0;
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else if (strstr(line, "bg")) current_layer = 1;
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else if (strstr(line, "fg")) current_layer = 2;
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} else if (current_layer >= 0 && map->width > 0) {
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/* Parse tile row */
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uint16_t *layer = NULL;
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switch (current_layer) {
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case 0: layer = map->collision_layer; break;
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case 1: layer = map->bg_layer; break;
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case 2: layer = map->fg_layer; break;
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}
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if (layer && row < map->height) {
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char *tok = strtok(line, " \t\n\r");
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for (int col = 0; col < map->width && tok; col++) {
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layer[row * map->width + col] = (uint16_t)atoi(tok);
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tok = strtok(NULL, " \t\n\r");
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}
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row++;
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}
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}
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}
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fclose(f);
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/* Load tileset texture */
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if (tileset_path[0] && renderer) {
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map->tileset = assets_get_texture(tileset_path);
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if (map->tileset) {
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int tex_w;
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SDL_QueryTexture(map->tileset, NULL, NULL, &tex_w, NULL);
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map->tileset_cols = tex_w / TILE_SIZE;
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}
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}
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printf("Loaded level: %s (%dx%d tiles)\n", path, map->width, map->height);
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return true;
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}
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void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
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const Camera *cam, SDL_Renderer *renderer) {
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if (!map || !layer || !map->tileset) return;
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/* Only render visible tiles */
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int start_x = 0, start_y = 0;
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int end_x = map->width, end_y = map->height;
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if (cam) {
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float inv_zoom = (cam->zoom > 0.0f) ? (1.0f / cam->zoom) : 1.0f;
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start_x = (int)(cam->pos.x / TILE_SIZE) - 1;
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start_y = (int)(cam->pos.y / TILE_SIZE) - 1;
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end_x = start_x + (int)(cam->viewport.x * inv_zoom / TILE_SIZE) + 3;
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end_y = start_y + (int)(cam->viewport.y * inv_zoom / TILE_SIZE) + 3;
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if (start_x < 0) start_x = 0;
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if (start_y < 0) start_y = 0;
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if (end_x > map->width) end_x = map->width;
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if (end_y > map->height) end_y = map->height;
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}
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for (int y = start_y; y < end_y; y++) {
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for (int x = start_x; x < end_x; x++) {
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uint16_t tile_id = layer[y * map->width + x];
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if (tile_id == 0) continue; /* 0 = empty */
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/* Look up tile definition for source rect */
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SDL_Rect src;
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if (tile_id < map->tile_def_count &&
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(map->tile_defs[tile_id].tex_x || map->tile_defs[tile_id].tex_y)) {
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src.x = map->tile_defs[tile_id].tex_x * TILE_SIZE;
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src.y = map->tile_defs[tile_id].tex_y * TILE_SIZE;
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} else {
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/* Fallback: tile_id maps directly to tileset grid position */
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int cols = map->tileset_cols > 0 ? map->tileset_cols : 16;
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src.x = ((tile_id - 1) % cols) * TILE_SIZE;
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src.y = ((tile_id - 1) / cols) * TILE_SIZE;
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}
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src.w = TILE_SIZE;
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src.h = TILE_SIZE;
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Vec2 world_pos = vec2(tile_to_world(x), tile_to_world(y));
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Vec2 screen_pos = cam ? camera_world_to_screen(cam, world_pos) : world_pos;
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float tile_draw_size = TILE_SIZE;
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if (cam && cam->zoom != 1.0f && cam->zoom > 0.0f) {
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tile_draw_size = TILE_SIZE * cam->zoom;
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}
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SDL_Rect dst = {
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(int)screen_pos.x,
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(int)screen_pos.y,
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(int)(tile_draw_size + 0.5f),
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(int)(tile_draw_size + 0.5f)
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};
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SDL_RenderCopy(renderer, map->tileset, &src, &dst);
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}
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}
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}
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bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y) {
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if (!map) return false;
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if (tile_x < 0 || tile_x >= map->width) return true; /* out of bounds = solid */
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if (tile_y < 0) return false; /* above map = open */
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if (tile_y >= map->height) return true; /* below map = solid */
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uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
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if (tile_id == 0) return false;
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/* Check tile def flags */
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if (tile_id < map->tile_def_count) {
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return (map->tile_defs[tile_id].flags & TILE_SOLID) != 0;
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}
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/* Default: non-zero collision tile is solid */
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return true;
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}
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uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y) {
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if (!map) return 0;
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if (tile_x < 0 || tile_x >= map->width) return TILE_SOLID;
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if (tile_y < 0) return 0;
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if (tile_y >= map->height) return TILE_SOLID;
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uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
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if (tile_id == 0) return 0;
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if (tile_id < map->tile_def_count) {
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return map->tile_defs[tile_id].flags;
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}
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return TILE_SOLID; /* default non-zero = solid */
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}
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void tilemap_free(Tilemap *map) {
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if (!map) return;
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free(map->collision_layer);
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free(map->bg_layer);
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free(map->fg_layer);
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/* Don't free tileset - asset manager owns it */
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memset(map, 0, sizeof(Tilemap));
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}
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