Add moon campaign: 3 levels with spacecraft transitions

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Thomas
2026-03-01 14:27:15 +00:00
parent 66a97a4beb
commit 9d828c47b1
5 changed files with 126 additions and 15 deletions

20
TODO.md
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@@ -32,18 +32,14 @@ after ship departs (SC_DONE).
Implemented: base speed 120→200, accel 200→350, respawn 3→6s, stagger 0-3→0-8s,
random horizontal drift (±60 px/s), moon level reduced from 24 to 8 asteroids.
## Moon campaign: 3 levels with spacecraft transitions
Extend the moon into a 3-level sequence connected by spacecraft takeoff/landing:
- **moon01.lvl** — Current level. Exit triggers spacecraft takeoff, transitions
to moon02.
- **moon02.lvl** — Second moon level (new terrain, new hazards). Starts with
spacecraft landing intro. Exit triggers takeoff to moon03.
- **moon03.lvl** — Third/final moon level. Starts with spacecraft landing.
Exit triggers takeoff and transitions to level01 (space station).
- **level01.lvl** (space station roof) — Starts with spacecraft landing on the
station rooftop. Ship stays landed (no takeoff). First armed level.
- Moon exit transitions require the "spacecraft at level exit" feature so
the ship flies in when the player approaches the exit zone.
## ~~Moon campaign: 3 levels with spacecraft transitions~~ ✓
Implemented: 3 moon levels connected by spacecraft takeoff/landing sequences.
- **moon01.lvl** (1000 tiles) — Exit triggers spacecraft, transitions to moon02.
- **moon02.lvl** (200 tiles) — Crater fields, tighter platforming. Spacecraft
intro, 7 asteroids, unarmed. Exit to moon03.
- **moon03.lvl** (150 tiles) — Dark side, hardest moon terrain. Spacecraft
intro, 5 asteroids, unarmed until gun powerup near exit. Exit to level01.
- **level01.lvl** — Space station with spacecraft landing intro (arriving from moon).
## Level generator: height zones (verticality)
Add vertical variety to generated levels using a "height zones" approach: