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

View File

@@ -1,38 +1,298 @@
#include "engine/core.h"
#include "engine/input.h"
#include "game/level.h"
#include "game/levelgen.h"
#include "game/editor.h"
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <SDL2/SDL.h>
static Level s_level;
/* ═══════════════════════════════════════════════════
* Game modes
* ═══════════════════════════════════════════════════ */
static void game_init(void) {
if (!level_load(&s_level, "assets/levels/level01.lvl")) {
fprintf(stderr, "Failed to load level!\n");
typedef enum GameMode {
MODE_PLAY,
MODE_EDITOR,
} GameMode;
static Level s_level;
static Editor s_editor;
static GameMode s_mode = MODE_PLAY;
static bool s_use_procgen = false;
static bool s_dump_lvl = false;
static bool s_use_editor = false;
static uint32_t s_gen_seed = 0;
static char s_edit_path[256] = {0};
/* Track whether we came from the editor (for returning after test play) */
static bool s_testing_from_editor = false;
static const char *theme_name(LevelTheme t) {
switch (t) {
case THEME_PLANET_SURFACE: return "Planet Surface";
case THEME_PLANET_BASE: return "Planet Base";
case THEME_SPACE_STATION: return "Space Station";
default: return "Unknown";
}
}
static void load_generated_level(void) {
LevelGenConfig config = levelgen_default_config();
config.seed = s_gen_seed;
config.num_segments = 6;
config.difficulty = 0.5f;
/* Build a theme progression — start on surface, move indoors/upward.
* Derive from seed so it varies with each regeneration and doesn't
* depend on rand() state (which parallax generators clobber). */
uint32_t seed_for_theme = config.seed ? config.seed : (uint32_t)time(NULL);
int r = (int)(seed_for_theme % 4);
switch (r) {
case 0: /* Surface -> Base */
config.themes[0] = THEME_PLANET_SURFACE;
config.themes[1] = THEME_PLANET_SURFACE;
config.themes[2] = THEME_PLANET_BASE;
config.themes[3] = THEME_PLANET_BASE;
config.themes[4] = THEME_PLANET_BASE;
config.themes[5] = THEME_PLANET_BASE;
config.theme_count = 6;
break;
case 1: /* Base -> Station */
config.themes[0] = THEME_PLANET_BASE;
config.themes[1] = THEME_PLANET_BASE;
config.themes[2] = THEME_PLANET_BASE;
config.themes[3] = THEME_SPACE_STATION;
config.themes[4] = THEME_SPACE_STATION;
config.themes[5] = THEME_SPACE_STATION;
config.theme_count = 6;
break;
case 2: /* Surface -> Base -> Station (full journey) */
config.themes[0] = THEME_PLANET_SURFACE;
config.themes[1] = THEME_PLANET_SURFACE;
config.themes[2] = THEME_PLANET_BASE;
config.themes[3] = THEME_PLANET_BASE;
config.themes[4] = THEME_SPACE_STATION;
config.themes[5] = THEME_SPACE_STATION;
config.theme_count = 6;
break;
case 3: /* Single theme (derived from seed) */
default: {
LevelTheme single = (LevelTheme)(seed_for_theme / 4 % THEME_COUNT);
config.themes[0] = single;
config.theme_count = 1;
break;
}
}
printf("Theme sequence:");
for (int i = 0; i < config.theme_count; i++) {
printf(" %s", theme_name(config.themes[i]));
}
printf("\n");
Tilemap gen_map;
if (!levelgen_generate(&gen_map, &config)) {
fprintf(stderr, "Failed to generate level!\n");
g_engine.running = false;
return;
}
/* Optionally dump to file for inspection */
if (s_dump_lvl) {
levelgen_dump_lvl(&gen_map, "assets/levels/generated.lvl");
}
if (!level_load_generated(&s_level, &gen_map)) {
fprintf(stderr, "Failed to load generated level!\n");
g_engine.running = false;
}
}
/* ── Switch to editor mode ── */
static void enter_editor(void) {
if (s_mode == MODE_PLAY) {
level_free(&s_level);
}
s_mode = MODE_EDITOR;
editor_init(&s_editor);
if (s_edit_path[0]) {
if (!editor_load(&s_editor, s_edit_path)) {
fprintf(stderr, "Failed to load %s, creating new level\n", s_edit_path);
editor_new_level(&s_editor, 40, 23);
}
} else {
editor_new_level(&s_editor, 40, 23);
}
/* Change window title */
SDL_SetWindowTitle(g_engine.window, "Jump 'n Run - Level Editor");
}
/* ── Switch to play mode (test play from editor) ── */
static void enter_test_play(void) {
/* Save the current level to a temp file */
editor_save_as(&s_editor, "assets/levels/_editor_test.lvl");
s_mode = MODE_PLAY;
s_testing_from_editor = true;
if (!level_load(&s_level, "assets/levels/_editor_test.lvl")) {
fprintf(stderr, "Failed to load editor test level!\n");
/* Fall back to editor */
s_mode = MODE_EDITOR;
s_testing_from_editor = false;
return;
}
SDL_SetWindowTitle(g_engine.window, "Jump 'n Run - Testing");
}
/* ── Return from test play to editor ── */
static void return_to_editor(void) {
level_free(&s_level);
s_mode = MODE_EDITOR;
s_testing_from_editor = false;
SDL_SetWindowTitle(g_engine.window, "Jump 'n Run - Level Editor");
}
/* ═══════════════════════════════════════════════════
* Game callbacks
* ═══════════════════════════════════════════════════ */
static void game_init(void) {
if (s_use_editor) {
enter_editor();
} else if (s_use_procgen) {
load_generated_level();
} else {
if (!level_load(&s_level, "assets/levels/level01.lvl")) {
fprintf(stderr, "Failed to load level!\n");
g_engine.running = false;
}
}
}
static void game_update(float dt) {
/* Quit on escape */
if (s_mode == MODE_EDITOR) {
editor_update(&s_editor, dt);
if (editor_wants_test_play(&s_editor)) {
enter_test_play();
}
if (editor_wants_quit(&s_editor)) {
g_engine.running = false;
}
return;
}
/* ── Play mode ── */
/* Quit / return to editor on escape */
if (input_pressed(ACTION_PAUSE)) {
if (s_testing_from_editor) {
return_to_editor();
return;
}
g_engine.running = false;
return;
}
/* E key: enter editor from gameplay (not during test play) */
if (!s_testing_from_editor && input_key_pressed(SDL_SCANCODE_E)) {
/* Save current level path for potential re-editing */
level_free(&s_level);
enter_editor();
return;
}
/* R key: regenerate level with new seed */
static bool r_was_pressed = false;
bool r_pressed = input_key_held(SDL_SCANCODE_R);
if (r_pressed && !r_was_pressed) {
printf("\n=== Regenerating level ===\n");
level_free(&s_level);
s_gen_seed = (uint32_t)time(NULL);
s_use_procgen = true;
load_generated_level();
}
r_was_pressed = r_pressed;
level_update(&s_level, dt);
}
static void game_render(float interpolation) {
level_render(&s_level, interpolation);
if (s_mode == MODE_EDITOR) {
editor_render(&s_editor, interpolation);
} else {
level_render(&s_level, interpolation);
}
}
static void game_shutdown(void) {
level_free(&s_level);
/* Always free both — editor may have been initialized even if we're
* currently in play mode (e.g. shutdown during test play). editor_free
* and level_free are safe to call on zeroed/already-freed structs. */
if (s_mode == MODE_PLAY || s_testing_from_editor) {
level_free(&s_level);
}
if (s_mode == MODE_EDITOR || s_use_editor) {
editor_free(&s_editor);
}
}
/* ═══════════════════════════════════════════════════
* Main
* ═══════════════════════════════════════════════════ */
int main(int argc, char *argv[]) {
(void)argc;
(void)argv;
/* Parse command-line arguments */
for (int i = 1; i < argc; i++) {
if (strcmp(argv[i], "--generate") == 0 || strcmp(argv[i], "-g") == 0) {
s_use_procgen = true;
} else if (strcmp(argv[i], "--dump") == 0 || strcmp(argv[i], "-d") == 0) {
s_dump_lvl = true;
} else if (strcmp(argv[i], "--seed") == 0 || strcmp(argv[i], "-s") == 0) {
if (i + 1 < argc) {
s_gen_seed = (uint32_t)atoi(argv[++i]);
}
} else if (strcmp(argv[i], "--edit") == 0 || strcmp(argv[i], "-e") == 0) {
s_use_editor = true;
/* Optional: next arg is a file path */
if (i + 1 < argc && argv[i + 1][0] != '-') {
strncpy(s_edit_path, argv[++i], sizeof(s_edit_path) - 1);
}
} else if (strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0) {
printf("Usage: jnr [options]\n");
printf(" --generate, -g Load a procedurally generated level\n");
printf(" --dump, -d Dump generated level to assets/levels/generated.lvl\n");
printf(" --seed N, -s N Set RNG seed for generation\n");
printf(" --edit [file], -e [file] Open level editor (optionally load a .lvl file)\n");
printf("\nIn-game:\n");
printf(" R Regenerate level with new random seed\n");
printf(" E Open level editor\n");
printf(" ESC Quit (or return to editor from test play)\n");
printf("\nEditor:\n");
printf(" 1-5 Select tool (Pencil/Eraser/Fill/Entity/Spawn)\n");
printf(" Q/W/E Select layer (Collision/BG/FG)\n");
printf(" G Toggle grid\n");
printf(" V Toggle all-layer visibility\n");
printf(" Arrow keys / WASD Pan camera\n");
printf(" Scroll wheel Zoom in/out\n");
printf(" Middle mouse drag Pan camera\n");
printf(" Left click Paint/place (canvas) or select (palette)\n");
printf(" Right click Pick tile / delete entity\n");
printf(" Ctrl+S Save level\n");
printf(" Ctrl++/- Resize level width\n");
printf(" P Test play level\n");
printf(" ESC Quit editor\n");
return 0;
}
}
srand((unsigned)time(NULL));
if (!engine_init()) {
return 1;