Add in-game level editor with auto-discovered tile/entity palettes

Implements a full level editor that runs inside the game engine as an
alternative mode, accessible via --edit flag or E key during gameplay.
The editor auto-discovers available tiles from the tileset texture and
entities from a new central registry, so adding new game content
automatically appears in the editor without any editor-specific changes.

Editor features: tile painting (pencil/eraser/flood fill) across 3
layers, entity placement with drag-to-move, player spawn point tool,
camera pan/zoom, grid overlay, .lvl save/load, map resize, and test
play (P to play, ESC to return to editor).

Supporting changes:
- Entity registry centralizes spawn functions (replaces strcmp chain)
- Mouse input + raw keyboard access added to input system
- Camera zoom support for editor overview
- Zoom-aware rendering in tilemap, renderer, and sprite systems
- Powerup and drone sprites/animations wired up (were defined but unused)
- Bitmap font renderer for editor UI (4x6 pixel glyphs, no dependencies)
This commit is contained in:
Thomas
2026-02-28 20:24:43 +00:00
parent c66c12ae68
commit ea6e16358f
30 changed files with 4959 additions and 51 deletions

90
src/game/hazards.h Normal file
View File

@@ -0,0 +1,90 @@
#ifndef JNR_HAZARDS_H
#define JNR_HAZARDS_H
#include "engine/entity.h"
#include "engine/camera.h"
#include "engine/tilemap.h"
/* ═══════════════════════════════════════════════════
* TURRET — Wall/floor-mounted gun that shoots at
* the player when in range, on a cooldown timer.
* ═══════════════════════════════════════════════════ */
#define TURRET_WIDTH 14
#define TURRET_HEIGHT 16
#define TURRET_DETECT_RANGE 160.0f /* detection radius in px */
#define TURRET_SHOOT_CD 2.0f /* seconds between shots */
#define TURRET_HEALTH 3
typedef struct TurretData {
float shoot_timer; /* countdown to next shot */
float fire_flash; /* visual: time remaining on flash */
} TurretData;
void turret_register(EntityManager *em);
Entity *turret_spawn(EntityManager *em, Vec2 pos);
/* ═══════════════════════════════════════════════════
* MOVING PLATFORM — Travels back and forth along a
* horizontal or vertical path. Player rides on top.
* ═══════════════════════════════════════════════════ */
#define MPLAT_WIDTH 16
#define MPLAT_HEIGHT 16
#define MPLAT_SPEED 40.0f /* pixels per second */
#define MPLAT_RANGE 80.0f /* total travel distance in px */
typedef struct MovingPlatData {
Vec2 origin; /* center of travel path */
Vec2 direction; /* (1,0) horizontal / (0,1) vert*/
float range; /* half-distance of travel */
float phase; /* current sine phase (radians) */
} MovingPlatData;
void mplat_register(EntityManager *em);
Entity *mplat_spawn(EntityManager *em, Vec2 pos);
/* Spawn with explicit direction: dir (1,0) = horizontal, (0,1) = vertical */
Entity *mplat_spawn_dir(EntityManager *em, Vec2 pos, Vec2 dir);
/* ═══════════════════════════════════════════════════
* FLAME VENT — Floor-mounted grate that periodically
* bursts blue flames upward. Damages on contact
* when flames are active.
* ═══════════════════════════════════════════════════ */
#define FLAME_WIDTH 16
#define FLAME_HEIGHT 16
#define FLAME_ON_TIME 1.5f /* seconds flames are active */
#define FLAME_OFF_TIME 2.0f /* seconds between bursts */
#define FLAME_DAMAGE 1
typedef struct FlameVentData {
float timer; /* counts down in current phase */
bool active; /* true = flames on */
float warn_time; /* brief flicker before igniting*/
} FlameVentData;
void flame_vent_register(EntityManager *em);
Entity *flame_vent_spawn(EntityManager *em, Vec2 pos);
/* ═══════════════════════════════════════════════════
* FORCE FIELD — Energy barrier that toggles on/off
* on a timer. Blocks movement and damages when
* active, passable when off.
* ═══════════════════════════════════════════════════ */
#define FFIELD_WIDTH 16
#define FFIELD_HEIGHT 16
#define FFIELD_ON_TIME 3.0f /* seconds barrier is active */
#define FFIELD_OFF_TIME 2.0f /* seconds barrier is off */
#define FFIELD_DAMAGE 1
typedef struct ForceFieldData {
float timer; /* counts down in current phase */
bool active; /* true = barrier is on */
} ForceFieldData;
void force_field_register(EntityManager *em);
Entity *force_field_spawn(EntityManager *em, Vec2 pos);
#endif /* JNR_HAZARDS_H */