Add pause menu, laser turret, charger/spawner enemies, and Mars campaign

Implement four feature phases:

Phase 1 - Pause menu: extract bitmap font into shared engine/font
module, add MODE_PAUSED with Resume/Restart/Quit overlay.

Phase 2 - Laser turret hazard: ENT_LASER_TURRET with charge/fire/
cooldown state machine, per-pixel beam raycast, two variants (fixed
and tracking). Registered in entity registry with editor icons.

Phase 3 - Charger and Spawner enemies: charger ground patrol with
detect/telegraph/charge/stun cycle (2s charge timeout), spawner that
periodically creates grunts up to a global cap of 3.

Phase 4 - Mars campaign: two handcrafted levels (mars01 surface,
mars02 base), mars_tileset.png, PARALLAX_STYLE_MARS with salmon sky
and red mesas, THEME_MARS_SURFACE/THEME_MARS_BASE for the procedural
generator with per-theme gravity/tileset/parallax. Moon campaign now
chains moon03 -> mars01 -> mars02 -> victory.

Also fix review findings: deterministic seed on generated level
restart, NULL checks on calloc in spawn functions, charge timeout
to prevent infinite charge on flat terrain, and stop suppressing
stderr in Makefile web-serve target so real errors are visible.
This commit is contained in:
Thomas
2026-03-02 19:34:12 +00:00
parent e5e91247fe
commit d0853fb38d
22 changed files with 1519 additions and 147 deletions

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# Mars Surface - Red Dusty Plains
# ================================
# First Mars level: low gravity, wide-open terrain with wind.
# Spacecraft landing intro from moon. Charger enemies patrol
# the dusty landscape. Gun pickup midway through.
TILESET assets/tiles/mars_tileset.png
SIZE 250 23
SPAWN 3 18
GRAVITY 370
WIND 25
BG_COLOR 30 12 8
PARALLAX_STYLE 5
MUSIC assets/sounds/algardalgar.ogg
ENTITY spacecraft 1 14
# Charger patrols across flat sections
ENTITY charger 40 18
ENTITY charger 75 18
ENTITY charger 120 14
ENTITY charger 165 18
ENTITY charger 200 18
# Grunts near structures
ENTITY grunt 55 18
ENTITY grunt 140 18
# Health and gun pickups
ENTITY powerup_hp 90 15
ENTITY powerup_gun 130 12
EXIT 246 17 2 3 assets/levels/mars02.lvl
# Tile definitions (Mars tileset)
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
TILEDEF 4 0 1 2
LAYER collision
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# Mars Base - Underground Corridors
# =================================
# Second Mars level: normal gravity, tall vertical layout.
# Narrow corridors with 90-degree turns, heavy enemy presence.
# Spacecraft intro from mars surface. Laser turrets, spawners,
# turrets, and chargers guard the base interior.
TILESET assets/tiles/mars_tileset.png
SIZE 40 46
SPAWN 3 7
GRAVITY 700
BG_COLOR 20 10 6
PARALLAX_STYLE 5
MUSIC assets/sounds/algardalgar.ogg
ENTITY spacecraft 1 3
# Upper zone - entry corridors (rows 0-17)
ENTITY turret 18 6
ENTITY laser_turret 30 6
ENTITY grunt 10 8
ENTITY grunt 25 8
ENTITY charger 14 16
ENTITY powerup_hp 20 14
# Mid zone - vertical shaft and crossover (rows 17-30)
ENTITY laser_turret_track 6 20
ENTITY spawner 34 20
ENTITY turret 22 24
ENTITY grunt 28 24
ENTITY charger 10 28
ENTITY powerup_jet 18 22
# Lower zone - base core (rows 30-43)
ENTITY laser_turret 15 32
ENTITY laser_turret_track 32 36
ENTITY spawner 8 38
ENTITY turret 28 38
ENTITY charger 20 42
ENTITY grunt 35 42
ENTITY powerup_hp 24 34
ENTITY powerup_gun 12 42
# Exit at bottom right — victory (end of Mars campaign)
EXIT 36 40 2 3
# Tile definitions (Mars tileset)
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
TILEDEF 4 0 1 2
# Collision layer (40 wide x 46 tall)
# Layout: narrow corridors with vertical shafts connecting zones
# W = wall (1), P = platform (4), 0 = air
#
# Upper zone (rows 0-17): entry from top-left, horizontal corridor
# with a drop into the shaft system
# Mid zone (rows 17-30): vertical shaft on the left, rooms on right
# Lower zone (rows 30-43): base core, final gauntlet
# Bottom rows (44-45): solid floor
LAYER collision
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@@ -22,7 +22,7 @@ ENTITY asteroid 125 0
# Gun powerup near the exit — the player finally gets armed
ENTITY powerup_gun 130 18
EXIT 146 17 2 3 assets/levels/level01.lvl
EXIT 146 17 2 3 assets/levels/mars01.lvl
# Tile definitions
TILEDEF 1 0 0 1