10 Commits

Author SHA1 Message Date
Thomas
74cd70738d Fix empty target level on mars02 2026-03-02 19:50:29 +00:00
Thomas
bb0b9ddce1 Add jetpack fuel pickup and slow base recharge to 30s
Jetpack charges now take 30s to passively recharge (up from 3s),
making fuel management a core gameplay loop. A new fuel canister
powerup (POWERUP_FUEL) restores exactly one charge on pickup.

The existing jetpack powerup remains as the rare full-refill + 15s
boost. Fuel pickups replace most procedural jetpack spawns at higher
spawn rates to compensate for the weaker per-pickup value. Fuel
canisters also appear in corridors and arenas.

Adds orange canister pixel art, editor icon, entity registry entry,
and places fuel pickups throughout moon01.
2026-03-01 18:06:32 +00:00
Thomas
cdba479ced Fix TileDef rendering at (0,0) and open editor with current level
Remove the (tex_x || tex_y) guard in tilemap_render_layer() that
silently ignored TileDefs pointing to tileset position (0,0). The
tile_def_count check alone is sufficient to distinguish defined from
undefined tiles.

Sync the editor palette to use TileDef tex coords when available,
fixing the mismatch where the palette showed tiles by sequential grid
position while the canvas used TileDef coordinates.

Save all TileDef entries unconditionally to prevent round-trip data
loss for tiles at position (0,0) with no flags.

Track the active level file path so pressing E during gameplay opens
the editor with that level loaded instead of a blank canvas.
2026-03-01 17:01:54 +00:00
Thomas
372ea3d586 Upgrade level editor for moon campaign support
Preserve tileset path and parallax style on save instead of
hardcoding tileset.png. Add tileset cycling (T key), tile flag
editing (F key for solid/platform/hazard/none), and 8x8 pixel
mini-icons for all entity types in the palette and canvas.

Fix entity palette not appearing when editor starts without a
prior level load by splitting entity_registry_init into populate
and init phases. Fix bitmap font rendering dropping the top row
by correcting FONT_H from 6 to 7. Widen toolbar button spacing.

Fix invisible collision from placed tiles lacking TileDefs by
calling ensure_tile_def on pencil and fill placement. Fix editor
hotkeys not working in the web build by latching key presses from
SDL_KEYDOWN events instead of comparing keyboard state snapshots.
2026-03-01 16:48:53 +00:00
Thomas
9d828c47b1 Add moon campaign: 3 levels with spacecraft transitions 2026-03-01 14:27:15 +00:00
Thomas
628fa52c52 Extend moon level to 1000 tiles with wide platform gaps
Expand moon01.lvl from 200 to 1000 tiles using a Python generator
script. The level features 27 gap sections with floating one-way
platforms at varying heights, progressing from easy (8-tile gaps) to
challenging (22-tile gaps with tiny platforms). 20 asteroids spread
across the level. Increase tilemap line buffer from 1024 to 16384
bytes to support wide levels.
2026-03-01 12:17:13 +00:00
Thomas
fc33658f75 Redesign asteroids: cold moonrock art, bigger impact explosions
Replace warm brown asteroid sprites with cold grey cratered moonrock
using irregular silhouettes and crater detail. No burning/fire trail
since there is no atmosphere on the moon — trail is now grey dust
debris. Ground impact uses a 4-layer explosion: rock shrapnel, dust
plume, ground-level dust spread, and a brief white flash. Player-hit
also gets shrapnel + dust cloud instead of the old small puff.
2026-03-01 12:01:38 +00:00
Thomas
94dbe83cfe Refine asteroids: faster, sparser, with horizontal drift
Increase base fall speed (120→200), acceleration (200→350), and respawn
delay (3→6s). Add random horizontal drift (±60 px/s) so asteroids fall
at angles. Widen initial stagger (0-3→0-8s). Reduce moon level from 24
asteroids to 8, spread evenly across the level.
2026-03-01 11:04:00 +00:00
Thomas
49ed2d6f7b Add spatial audio, spacecraft entity, and level intro sequence
Distance-based sound effects with stereo panning for explosions, impacts,
and pickups. Spacecraft entity with full state machine (fly-in, land, take
off, fly-out), engine/synth sound loops, thruster particles, and PNG
spritesheet. Moon level intro defers player spawn until ship lands.

Also untrack build/ objects that were committed by mistake.
2026-03-01 11:00:51 +00:00
Thomas
fac7085056 Add moon surface intro level with asteroid hazards and unarmed mechanics
Introduce moon01.lvl as the starting level — a pure jump-and-run intro
with no gun and no enemies, just platforming over gaps and dodging falling
asteroids. The player picks up their gun upon transitioning to level01.

New features:
- Moon tileset and PARALLAX_STYLE_MOON with crater terrain backgrounds
- Asteroid entity (ENT_ASTEROID): falls from sky, damages on contact,
  explodes on ground with particles, respawns after delay
- PLAYER_UNARMED directive disables gun for the level
- Pit rescue mechanic: falling costs 1 HP and auto-dashes upward
- Gun powerup entity type for future armed-pickup levels
- Segment-based procedural level generator with themed rooms
- Extended editor with entity palette and improved tile cycling
- Web shell improvements for Emscripten builds
2026-03-01 09:20:49 +00:00