Files
major_tom/src/engine/tilemap.c
Thomas fac7085056 Add moon surface intro level with asteroid hazards and unarmed mechanics
Introduce moon01.lvl as the starting level — a pure jump-and-run intro
with no gun and no enemies, just platforming over gaps and dodging falling
asteroids. The player picks up their gun upon transitioning to level01.

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

254 lines
9.8 KiB
C

#include "engine/tilemap.h"
#include "engine/camera.h"
#include "engine/assets.h"
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer) {
FILE *f = fopen(path, "r");
if (!f) {
fprintf(stderr, "Failed to open level: %s\n", path);
return false;
}
memset(map, 0, sizeof(Tilemap));
char line[1024];
char tileset_path[256] = {0};
int current_layer = -1; /* 0=collision, 1=bg, 2=fg */
int row = 0;
while (fgets(line, sizeof(line), f)) {
/* Skip comments and empty lines */
if (line[0] == '#' || line[0] == '\n' || line[0] == '\r') continue;
/* Parse directives */
if (strncmp(line, "TILESET ", 8) == 0) {
sscanf(line + 8, "%255s", tileset_path);
} else if (strncmp(line, "SIZE ", 5) == 0) {
sscanf(line + 5, "%d %d", &map->width, &map->height);
if (map->width <= 0 || map->height <= 0 ||
map->width > 4096 || map->height > 4096) {
fprintf(stderr, "Invalid map size: %dx%d\n", map->width, map->height);
fclose(f);
return false;
}
int total = map->width * map->height;
map->collision_layer = calloc(total, sizeof(uint16_t));
map->bg_layer = calloc(total, sizeof(uint16_t));
map->fg_layer = calloc(total, sizeof(uint16_t));
} else if (strncmp(line, "SPAWN ", 6) == 0) {
float sx, sy;
sscanf(line + 6, "%f %f", &sx, &sy);
map->player_spawn = vec2(sx * TILE_SIZE, sy * TILE_SIZE);
} else if (strncmp(line, "GRAVITY ", 8) == 0) {
sscanf(line + 8, "%f", &map->gravity);
} else if (strncmp(line, "TILEDEF ", 8) == 0) {
int id, tx, ty;
uint32_t flags;
sscanf(line + 8, "%d %d %d %u", &id, &tx, &ty, &flags);
if (id < MAX_TILE_DEFS) {
map->tile_defs[id].tex_x = (uint16_t)tx;
map->tile_defs[id].tex_y = (uint16_t)ty;
map->tile_defs[id].flags = flags;
if (id >= map->tile_def_count) {
map->tile_def_count = id + 1;
}
}
} else if (strncmp(line, "BG_COLOR ", 9) == 0) {
int r, g, b;
if (sscanf(line + 9, "%d %d %d", &r, &g, &b) == 3) {
map->bg_color = (SDL_Color){
(uint8_t)r, (uint8_t)g, (uint8_t)b, 255
};
map->has_bg_color = true;
}
} else if (strncmp(line, "PARALLAX_FAR ", 13) == 0) {
sscanf(line + 13, "%255s", map->parallax_far_path);
} else if (strncmp(line, "PARALLAX_NEAR ", 14) == 0) {
sscanf(line + 14, "%255s", map->parallax_near_path);
} else if (strncmp(line, "MUSIC ", 6) == 0) {
sscanf(line + 6, "%255s", map->music_path);
} else if (strncmp(line, "PARALLAX_STYLE ", 15) == 0) {
int style = 0;
if (sscanf(line + 15, "%d", &style) == 1) {
map->parallax_style = style;
}
} else if (strncmp(line, "PLAYER_UNARMED", 14) == 0) {
map->player_unarmed = true;
} else if (strncmp(line, "EXIT ", 5) == 0) {
if (map->exit_zone_count < MAX_EXIT_ZONES) {
ExitZone *ez = &map->exit_zones[map->exit_zone_count];
float tx, ty, tw, th;
char target[ASSET_PATH_MAX] = {0};
/* EXIT <tile_x> <tile_y> <tile_w> <tile_h> [target_path] */
int n = sscanf(line + 5, "%f %f %f %f %255s",
&tx, &ty, &tw, &th, target);
if (n >= 4) {
ez->x = tx * TILE_SIZE;
ez->y = ty * TILE_SIZE;
ez->w = tw * TILE_SIZE;
ez->h = th * TILE_SIZE;
if (n == 5) {
snprintf(ez->target, sizeof(ez->target), "%s", target);
} else {
ez->target[0] = '\0'; /* no target = victory */
}
map->exit_zone_count++;
}
}
} else if (strncmp(line, "ENTITY ", 7) == 0) {
if (map->entity_spawn_count < MAX_ENTITY_SPAWNS) {
EntitySpawn *es = &map->entity_spawns[map->entity_spawn_count];
float tx, ty;
if (sscanf(line + 7, "%31s %f %f", es->type_name, &tx, &ty) == 3) {
es->x = tx * TILE_SIZE;
es->y = ty * TILE_SIZE;
map->entity_spawn_count++;
}
}
} else if (strncmp(line, "LAYER ", 6) == 0) {
row = 0;
if (strstr(line, "collision")) current_layer = 0;
else if (strstr(line, "bg")) current_layer = 1;
else if (strstr(line, "fg")) current_layer = 2;
} else if (current_layer >= 0 && map->width > 0) {
/* Parse tile row */
uint16_t *layer = NULL;
switch (current_layer) {
case 0: layer = map->collision_layer; break;
case 1: layer = map->bg_layer; break;
case 2: layer = map->fg_layer; break;
}
if (layer && row < map->height) {
char *tok = strtok(line, " \t\n\r");
for (int col = 0; col < map->width && tok; col++) {
layer[row * map->width + col] = (uint16_t)atoi(tok);
tok = strtok(NULL, " \t\n\r");
}
row++;
}
}
}
fclose(f);
/* Load tileset texture */
if (tileset_path[0] && renderer) {
map->tileset = assets_get_texture(tileset_path);
if (map->tileset) {
int tex_w;
SDL_QueryTexture(map->tileset, NULL, NULL, &tex_w, NULL);
map->tileset_cols = tex_w / TILE_SIZE;
}
}
printf("Loaded level: %s (%dx%d tiles)\n", path, map->width, map->height);
return true;
}
void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
const Camera *cam, SDL_Renderer *renderer) {
if (!map || !layer || !map->tileset) return;
/* Only render visible tiles */
int start_x = 0, start_y = 0;
int end_x = map->width, end_y = map->height;
if (cam) {
float inv_zoom = (cam->zoom > 0.0f) ? (1.0f / cam->zoom) : 1.0f;
start_x = (int)(cam->pos.x / TILE_SIZE) - 1;
start_y = (int)(cam->pos.y / TILE_SIZE) - 1;
end_x = start_x + (int)(cam->viewport.x * inv_zoom / TILE_SIZE) + 3;
end_y = start_y + (int)(cam->viewport.y * inv_zoom / TILE_SIZE) + 3;
if (start_x < 0) start_x = 0;
if (start_y < 0) start_y = 0;
if (end_x > map->width) end_x = map->width;
if (end_y > map->height) end_y = map->height;
}
for (int y = start_y; y < end_y; y++) {
for (int x = start_x; x < end_x; x++) {
uint16_t tile_id = layer[y * map->width + x];
if (tile_id == 0) continue; /* 0 = empty */
/* Look up tile definition for source rect */
SDL_Rect src;
if (tile_id < map->tile_def_count &&
(map->tile_defs[tile_id].tex_x || map->tile_defs[tile_id].tex_y)) {
src.x = map->tile_defs[tile_id].tex_x * TILE_SIZE;
src.y = map->tile_defs[tile_id].tex_y * TILE_SIZE;
} else {
/* Fallback: tile_id maps directly to tileset grid position */
int cols = map->tileset_cols > 0 ? map->tileset_cols : 16;
src.x = ((tile_id - 1) % cols) * TILE_SIZE;
src.y = ((tile_id - 1) / cols) * TILE_SIZE;
}
src.w = TILE_SIZE;
src.h = TILE_SIZE;
Vec2 world_pos = vec2(tile_to_world(x), tile_to_world(y));
Vec2 screen_pos = cam ? camera_world_to_screen(cam, world_pos) : world_pos;
float tile_draw_size = TILE_SIZE;
if (cam && cam->zoom != 1.0f && cam->zoom > 0.0f) {
tile_draw_size = TILE_SIZE * cam->zoom;
}
SDL_Rect dst = {
(int)screen_pos.x,
(int)screen_pos.y,
(int)(tile_draw_size + 0.5f),
(int)(tile_draw_size + 0.5f)
};
SDL_RenderCopy(renderer, map->tileset, &src, &dst);
}
}
}
bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y) {
if (!map) return false;
if (tile_x < 0 || tile_x >= map->width) return true; /* out of bounds = solid */
if (tile_y < 0) return false; /* above map = open */
if (tile_y >= map->height) return true; /* below map = solid */
uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
if (tile_id == 0) return false;
/* Check tile def flags */
if (tile_id < map->tile_def_count) {
return (map->tile_defs[tile_id].flags & TILE_SOLID) != 0;
}
/* Default: non-zero collision tile is solid */
return true;
}
uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y) {
if (!map) return 0;
if (tile_x < 0 || tile_x >= map->width) return TILE_SOLID;
if (tile_y < 0) return 0;
if (tile_y >= map->height) return TILE_SOLID;
uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
if (tile_id == 0) return 0;
if (tile_id < map->tile_def_count) {
return map->tile_defs[tile_id].flags;
}
return TILE_SOLID; /* default non-zero = solid */
}
void tilemap_free(Tilemap *map) {
if (!map) return;
free(map->collision_layer);
free(map->bg_layer);
free(map->fg_layer);
/* Don't free tileset - asset manager owns it */
memset(map, 0, sizeof(Tilemap));
}