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.
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.
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.
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