Add TODO with roadmap for audio, large maps, spacecraft art, and asteroid polish
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TODO.md
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TODO.md
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# TODO
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## Distance-based sound effects
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Sounds (explosions, impacts, etc.) should attenuate based on distance from the
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player. Offscreen events far away should be inaudible. Add a helper that takes
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a world position and scales volume by proximity to the camera/player.
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## Large map support (5000x5000)
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Audit the engine for anything that breaks or becomes slow at very large map
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sizes. Key areas to check:
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- Tile layer allocation (`uint16_t *` for 25M tiles)
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- Tilemap rendering culling (already viewport-clipped, verify correctness)
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- Physics / collision queries (should only check nearby tiles)
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- Entity updates (currently iterates full pool regardless of distance)
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- Camera bounds and coordinate overflow (float precision at large coords)
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- Level file parsing (row lines could exceed fgets buffer at 5000+ columns)
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## Spacecraft art and entity
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Create placeholder pixel art for the player's spacecraft (fits the 16x16 grid
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aesthetic but spans multiple cells, roughly 4-5 tiles wide by 2-3 tiles tall).
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Needs at minimum:
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- Landed/idle frame (visible near spawn on planet surface levels)
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- Landing animation (descending + touchdown, 3-4 frames)
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- Takeoff animation (liftoff + ascending, reuse landing in reverse)
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Used in two contexts:
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- **Level start**: ship flies in, lands at spawn, player exits, ship takes off
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and leaves — serves as the level intro sequence
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- **Level exit**: ship flies in and lands when player nears the exit zone,
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player enters, ship takes off — triggers level transition
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## Asteroid refinement
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- Reduce asteroid count significantly — occasional hazard, not a barrage
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- Add slight horizontal drift so they fall at an angle rather than straight down
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- Increase fall speed for more impact
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- Stagger spawns more widely across the level
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