Files
major_tom/src/engine/tilemap.h
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

82 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 */
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 */