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a23ecaf4c1 |
27
.gitea/workflows/ci.yaml
Normal file
27
.gitea/workflows/ci.yaml
Normal file
@@ -0,0 +1,27 @@
|
||||
name: CI
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||||
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||||
on:
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||||
pull_request:
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||||
branches: [main]
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||||
|
||||
jobs:
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||||
build:
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||||
runs-on: ubuntu-latest
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||||
container:
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image: ubuntu:24.04
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steps:
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- name: Install build dependencies
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run: |
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apt-get update
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apt-get install -y --no-install-recommends \
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build-essential \
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libsdl2-dev \
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libsdl2-image-dev \
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libsdl2-mixer-dev \
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pkg-config
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||||
|
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- name: Checkout
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uses: actions/checkout@v4
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||||
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- name: Build (native Linux)
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run: make
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51
.gitea/workflows/deploy.yaml
Normal file
51
.gitea/workflows/deploy.yaml
Normal file
@@ -0,0 +1,51 @@
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||||
name: Deploy
|
||||
|
||||
on:
|
||||
push:
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||||
branches: [main]
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||||
|
||||
env:
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||||
REGISTRY: git.kimchi
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IMAGE: git.kimchi/tas/major_tom
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NAMESPACE: jnr-web
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DEPLOYMENT: jnr-web
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jobs:
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deploy:
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runs-on: ubuntu-latest
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steps:
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||||
- name: Checkout
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uses: actions/checkout@v4
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||||
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||||
# ── Build WASM artifacts inside an Emscripten container ──
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- name: Build WASM
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uses: docker://emscripten/emsdk:3.1.51
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with:
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args: make web
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# ── Build container image and push to Gitea registry ──
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- name: Build and push container image
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run: |
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IMAGE_TAG="${{ env.IMAGE }}:sha-${GITHUB_SHA::8}"
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IMAGE_LATEST="${{ env.IMAGE }}:latest"
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docker build -f Containerfile -t "$IMAGE_TAG" -t "$IMAGE_LATEST" .
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docker login "${{ env.REGISTRY }}" -u "${{ secrets.REGISTRY_USER }}" -p "${{ secrets.REGISTRY_PASSWORD }}"
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docker push "$IMAGE_TAG"
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docker push "$IMAGE_LATEST"
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echo "IMAGE_TAG=$IMAGE_TAG" >> "$GITHUB_ENV"
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|
||||
# ── Deploy to k3s ──
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- name: Deploy to k3s
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run: |
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mkdir -p ~/.kube
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echo "${{ secrets.KUBECONFIG }}" > ~/.kube/config
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chmod 600 ~/.kube/config
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kubectl set image deployment/${{ env.DEPLOYMENT }} \
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${{ env.DEPLOYMENT }}="${{ env.IMAGE_TAG }}" \
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-n ${{ env.NAMESPACE }}
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kubectl rollout status deployment/${{ env.DEPLOYMENT }} \
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-n ${{ env.NAMESPACE }} --timeout=60s
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@@ -146,7 +146,7 @@ adding a new def. See `src/game/projectile.h` for the full definition.
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## Levels
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### Format (.lvl)
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Current directives: `TILESET`, `SIZE`, `SPAWN`, `GRAVITY`, `WIND`, `BG_COLOR`, `MUSIC`, `PARALLAX_FAR`, `PARALLAX_NEAR`, `TILEDEF`, `ENTITY`, `EXIT`, `LAYER`
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Current directives: `TILESET`, `SIZE`, `SPAWN`, `GRAVITY`, `WIND`, `BG_COLOR`, `MUSIC`, `PARALLAX_FAR`, `PARALLAX_NEAR`, `TRANSITION_IN`, `TRANSITION_OUT`, `TILEDEF`, `ENTITY`, `EXIT`, `LAYER`
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**Needed additions:**
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- `STORM`, `DRAG` — Remaining atmosphere settings
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30
TODO.md
30
TODO.md
@@ -160,11 +160,25 @@ The spacecraft fly-in animation should only play on surface levels (moon01,
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mars01, etc.). Interior/base levels (mars02, mars03, generated mars_base,
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generated station) should skip it — the player is already indoors.
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## New level transition styles: elevator and teleporter
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Two new transition animations to complement the spacecraft fly-in:
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- **Elevator** — Doors slide shut, brief pause (screen shake / rumble),
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doors slide open onto the new level. Good for base/station interior
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transitions (mars02 → mars_base, between generated station levels).
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- **Teleporter** — Energy charge-up effect around the player, flash/warp
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distortion, player materialises in the new level. Good for cross-planet
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jumps or generated-to-handcrafted transitions.
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## ~~New level transition styles: elevator and teleporter~~ ✓
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Implemented: `src/game/transition.h` / `transition.c` module with two-phase
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transition state machine (outro on old level → level swap → intro on new level).
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- **Elevator** — Two horizontal doors slide inward from top/bottom (0.6 s),
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hold closed with screen-shake rumble (0.3 s), then slide apart on the new
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level (0.6 s). Smooth ease-in-out motion, dark gray industrial color,
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bright seam at the meeting edge. Used for base/station interior transitions.
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- **Teleporter** — Scanline dissolve: 3 px-tall horizontal bands sweep
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across the screen in alternating directions with staggered top-to-bottom
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timing (0.5 s), then white flash (0.15 s). Intro reverses the sweep
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bottom-to-top (0.5 s). Uses `teleport.wav` sound effect.
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New `MODE_TRANSITION` game state in `main.c` pauses gameplay during the
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animation. Level-load dispatch extracted into `dispatch_level_load()` helper,
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called both from instant transitions and from the transition state machine.
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New `.lvl` directives `TRANSITION_IN` and `TRANSITION_OUT` with values
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`none`, `spacecraft`, `elevator`, `teleporter`. Parsed in `tilemap.c`,
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saved by editor and level generator dump. All three procedural generators
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(generic, station, mars_base) set `TRANS_ELEVATOR` for interior themes.
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Handcrafted levels updated: mars02, mars03, level01, level02.
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@@ -8,6 +8,7 @@ SPAWN 3 18
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GRAVITY 400
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BG_COLOR 15 15 30
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MUSIC assets/sounds/algardalgar.ogg
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TRANSITION_OUT elevator
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# Spacecraft landing intro (arriving from moon)
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ENTITY spacecraft 1 14
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@@ -7,6 +7,8 @@ SPAWN 3 18
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GRAVITY 600
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BG_COLOR 10 10 25
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MUSIC assets/sounds/algardalgar.ogg
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TRANSITION_IN elevator
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TRANSITION_OUT elevator
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# Enemies
|
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ENTITY grunt 12 18
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@@ -10,8 +10,9 @@ SIZE 40 46
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SPAWN 3 7
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GRAVITY 700
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BG_COLOR 20 10 6
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PARALLAX_STYLE 5
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PARALLAX_STYLE 2
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MUSIC assets/sounds/kaffe_og_kage.ogg
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TRANSITION_OUT elevator
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ENTITY spacecraft 1 3
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@@ -12,6 +12,8 @@ GRAVITY 700
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BG_COLOR 15 8 5
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PARALLAX_STYLE 3
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MUSIC assets/sounds/kaffe_og_kage.ogg
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TRANSITION_IN elevator
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TRANSITION_OUT elevator
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# Gun pickup right at spawn — the player needs it
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ENTITY powerup_gun 5 18
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@@ -28,6 +28,14 @@
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/* ── Level transitions ─────────────────────────────── */
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#define MAX_EXIT_ZONES 16 /* max exit zones per level */
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typedef enum TransitionStyle {
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TRANS_NONE, /* instant cut (default) */
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TRANS_SPACECRAFT, /* handled by spacecraft entity */
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TRANS_ELEVATOR, /* doors close, rumble, doors open */
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TRANS_TELEPORTER, /* scanline dissolve, flash, materialize */
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TRANS_STYLE_COUNT
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} TransitionStyle;
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/* ── Rendering ──────────────────────────────────────── */
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#define MAX_SPRITES 2048 /* max queued sprites per frame */
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||||
|
||||
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||||
@@ -556,11 +556,16 @@ void particle_emit_atmosphere_dust(Vec2 cam_pos, Vec2 vp) {
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* Two sub-layers for depth: large slow "far" motes and small quick
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* "near" specks. Wind carries them; gravity_scale controls how much
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* environmental forces (wind + gravity) affect each particle.
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||||
* Particles spawn along the upwind viewport edge and drift inward;
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||||
* occasional interior spawns prevent a visible edge seam. */
|
||||
* When wind is strong, particles spawn along the upwind viewport edge
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||||
* and drift inward. When wind is calm, particles spawn across the
|
||||
* full viewport to avoid clustering on one side. */
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float wind = physics_get_wind();
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||||
float margin = 32.0f;
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float dir = (wind >= 0.0f) ? 1.0f : -1.0f; /* velocity sign */
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float abs_wind = (wind >= 0.0f) ? wind : -wind;
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int has_wind = abs_wind > 5.0f; /* threshold for edge-spawning */
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||||
|
||||
if (has_wind) {
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||||
float dir = (wind >= 0.0f) ? 1.0f : -1.0f;
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||||
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||||
/* Upwind edge X for the two edge-spawned layers */
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||||
float edge_far = (wind >= 0.0f) ? cam_pos.x - margin
|
||||
@@ -582,7 +587,32 @@ void particle_emit_atmosphere_dust(Vec2 cam_pos, Vec2 vp) {
|
||||
2.5f, 5.0f, 0.8f, 1.5f, 0.2f, 0.12f,
|
||||
200, 160, 120, 20);
|
||||
|
||||
/* Occasional interior spawn — prevents edge seam on calm wind */
|
||||
/* Occasional interior spawn — prevents edge seam */
|
||||
if (rand() % 3 == 0) {
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spawn_dust_mote(
|
||||
vec2(cam_pos.x + randf() * vp.x, cam_pos.y + randf() * vp.y),
|
||||
vec2(randf_range(-5.0f, 5.0f), randf_range(-8.0f, 3.0f)),
|
||||
3.0f, 6.0f, 1.0f, 2.5f, 0.4f, 0.06f,
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||||
160, 130, 95, 25);
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||||
}
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||||
} else {
|
||||
/* Calm wind — spawn across the full viewport to distribute evenly */
|
||||
|
||||
/* Far dust motes — large, slow, translucent (1/frame) */
|
||||
spawn_dust_mote(
|
||||
vec2(cam_pos.x + randf() * vp.x, cam_pos.y + randf() * vp.y),
|
||||
vec2(randf_range(-10.0f, 10.0f), randf_range(-6.0f, 6.0f)),
|
||||
4.0f, 7.0f, 1.5f, 3.0f, 0.3f, 0.08f,
|
||||
180, 140, 100, 25);
|
||||
|
||||
/* Near dust specks — small, quicker, brighter (1/frame) */
|
||||
spawn_dust_mote(
|
||||
vec2(cam_pos.x + randf() * vp.x, cam_pos.y + randf() * vp.y),
|
||||
vec2(randf_range(-15.0f, 15.0f), randf_range(-10.0f, 10.0f)),
|
||||
2.5f, 5.0f, 0.8f, 1.5f, 0.2f, 0.12f,
|
||||
200, 160, 120, 20);
|
||||
|
||||
/* Extra interior mote for density parity with windy path */
|
||||
if (rand() % 3 == 0) {
|
||||
spawn_dust_mote(
|
||||
vec2(cam_pos.x + randf() * vp.x, cam_pos.y + randf() * vp.y),
|
||||
@@ -591,3 +621,4 @@ void particle_emit_atmosphere_dust(Vec2 cam_pos, Vec2 vp) {
|
||||
160, 130, 95, 25);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,14 @@
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
/* ── Transition style name → enum mapping ── */
|
||||
static TransitionStyle parse_transition_style(const char *name) {
|
||||
if (strcmp(name, "spacecraft") == 0) return TRANS_SPACECRAFT;
|
||||
if (strcmp(name, "elevator") == 0) return TRANS_ELEVATOR;
|
||||
if (strcmp(name, "teleporter") == 0) return TRANS_TELEPORTER;
|
||||
return TRANS_NONE;
|
||||
}
|
||||
|
||||
/* Read a full line from f into a dynamically growing buffer.
|
||||
* *buf and *cap track the heap buffer; the caller must free *buf.
|
||||
* Returns the line length, or -1 on EOF/error. */
|
||||
@@ -120,6 +128,16 @@ bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer) {
|
||||
}
|
||||
} else if (strncmp(line, "PLAYER_UNARMED", 14) == 0) {
|
||||
map->player_unarmed = true;
|
||||
} else if (strncmp(line, "TRANSITION_IN ", 14) == 0) {
|
||||
char tname[32] = {0};
|
||||
if (sscanf(line + 14, "%31s", tname) == 1) {
|
||||
map->transition_in = parse_transition_style(tname);
|
||||
}
|
||||
} else if (strncmp(line, "TRANSITION_OUT ", 15) == 0) {
|
||||
char tname[32] = {0};
|
||||
if (sscanf(line + 15, "%31s", tname) == 1) {
|
||||
map->transition_out = parse_transition_style(tname);
|
||||
}
|
||||
} else if (strncmp(line, "EXIT ", 5) == 0) {
|
||||
if (map->exit_zone_count < MAX_EXIT_ZONES) {
|
||||
ExitZone *ez = &map->exit_zones[map->exit_zone_count];
|
||||
|
||||
@@ -58,6 +58,8 @@ typedef struct Tilemap {
|
||||
char parallax_near_path[ASSET_PATH_MAX]; /* near bg image path */
|
||||
int parallax_style; /* procedural bg style (0=default) */
|
||||
bool player_unarmed; /* if true, player starts without gun */
|
||||
TransitionStyle transition_in; /* transition animation for level entry */
|
||||
TransitionStyle transition_out; /* transition animation for level exit */
|
||||
EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
|
||||
int entity_spawn_count;
|
||||
ExitZone exit_zones[MAX_EXIT_ZONES];
|
||||
|
||||
205
src/game/analytics.c
Normal file
205
src/game/analytics.c
Normal file
@@ -0,0 +1,205 @@
|
||||
#include "game/analytics.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
|
||||
/* ── EM_JS bridge: JavaScript functions callable from C ─────────── */
|
||||
|
||||
/* Initialize client_id in localStorage and store the analytics
|
||||
* API URL + key. Called once at startup. */
|
||||
EM_JS(void, js_analytics_init, (), {
|
||||
/* Generate or retrieve a persistent client UUID.
|
||||
* crypto.randomUUID() requires a secure context (HTTPS) and is
|
||||
* absent in older browsers, so fall back to a manual v4 UUID. */
|
||||
if (!localStorage.getItem('jnr_client_id')) {
|
||||
var uuid;
|
||||
if (typeof crypto !== 'undefined' && typeof crypto.randomUUID === 'function') {
|
||||
uuid = crypto.randomUUID();
|
||||
} else {
|
||||
uuid = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
|
||||
var r = Math.random() * 16 | 0;
|
||||
return (c === 'x' ? r : (r & 0x3 | 0x8)).toString(16);
|
||||
});
|
||||
}
|
||||
localStorage.setItem('jnr_client_id', uuid);
|
||||
}
|
||||
/* Store config on the Module for later use by other EM_JS calls.
|
||||
* ANALYTICS_URL and ANALYTICS_KEY are replaced at build time via
|
||||
* -D defines, falling back to sensible defaults. */
|
||||
Module._analyticsClientId = localStorage.getItem('jnr_client_id');
|
||||
Module._analyticsSessionId = null;
|
||||
Module._analyticsStartPending = null; /* Promise while start is in-flight */
|
||||
Module._analyticsLastStats = null; /* stashed for beforeunload fallback */
|
||||
|
||||
/* Runtime config: URL from data attribute, key decoded at runtime.
|
||||
* The key is XOR-encoded across two byte arrays so it never appears
|
||||
* as a plain string in the WASM binary, emitted JS, or HTML. */
|
||||
var container = document.getElementById('canvas-container');
|
||||
Module._analyticsUrl = (container && container.dataset.analyticsUrl)
|
||||
? container.dataset.analyticsUrl
|
||||
: (typeof ANALYTICS_URL !== 'undefined' ? ANALYTICS_URL : '');
|
||||
var _a = [53,75,96,19,114,122,112,34,28,62,24,5,57,34,126,14,
|
||||
112,73,105,121,122,79,50,0,77,33,82,58,61,19,44,0];
|
||||
var _b = [82,15,4,95,36,32,29,18,95,14,87,95,115,70,12,76,
|
||||
55,5,4,12,28,30,65,78,4,72,26,92,84,90,70,54];
|
||||
var _k = '';
|
||||
for (var i = 0; i < _a.length; i++) _k += String.fromCharCode(_a[i] ^ _b[i]);
|
||||
Module._analyticsKey = _k;
|
||||
|
||||
if (!Module._analyticsUrl) {
|
||||
console.log('[analytics] No analytics URL configured — analytics disabled');
|
||||
} else {
|
||||
console.log('[analytics] Initialized, client_id=' + Module._analyticsClientId);
|
||||
}
|
||||
});
|
||||
|
||||
/* Start a new session. Sends POST /api/analytics/session/start/.
|
||||
* Stores the in-flight promise so session_end can wait for it. */
|
||||
EM_JS(void, js_analytics_session_start, (), {
|
||||
if (!Module._analyticsUrl) return;
|
||||
|
||||
var body = JSON.stringify({
|
||||
client_id: Module._analyticsClientId,
|
||||
device: {
|
||||
platform: navigator.platform || '',
|
||||
language: navigator.language || '',
|
||||
screen_width: screen.width,
|
||||
screen_height: screen.height,
|
||||
device_pixel_ratio: window.devicePixelRatio || 1,
|
||||
timezone: Intl.DateTimeFormat().resolvedOptions().timeZone || '',
|
||||
webgl_renderer: (function() {
|
||||
try {
|
||||
var c = document.createElement('canvas');
|
||||
var gl = c.getContext('webgl') || c.getContext('experimental-webgl');
|
||||
if (gl) {
|
||||
var ext = gl.getExtension('WEBGL_debug_renderer_info');
|
||||
return ext ? gl.getParameter(ext.UNMASKED_RENDERER_WEBGL) : '';
|
||||
}
|
||||
} catch(e) {}
|
||||
return '';
|
||||
})(),
|
||||
touch_support: ('ontouchstart' in window)
|
||||
}
|
||||
});
|
||||
|
||||
Module._analyticsStartPending = fetch(Module._analyticsUrl + '/api/analytics/session/start/', {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
'X-API-Key': Module._analyticsKey
|
||||
},
|
||||
body: body
|
||||
})
|
||||
.then(function(r) { return r.json(); })
|
||||
.then(function(data) {
|
||||
Module._analyticsSessionId = data.session_id || null;
|
||||
Module._analyticsStartPending = null;
|
||||
console.log('[analytics] Session started: ' + Module._analyticsSessionId);
|
||||
})
|
||||
.catch(function(err) {
|
||||
Module._analyticsStartPending = null;
|
||||
console.error('[analytics] Session start failed:', err);
|
||||
});
|
||||
});
|
||||
|
||||
/* Internal helper: send the session-end POST (used by both the C wrapper
|
||||
* and the beforeunload fallback). */
|
||||
EM_JS(void, js_analytics_send_end, (int score, int level_reached,
|
||||
int lives_used, int duration_secs,
|
||||
const char *end_reason_ptr), {
|
||||
/* Helper that performs the actual end request given a session id. */
|
||||
function doEnd(sid, endReason, score, levelReached, livesUsed, durationSecs) {
|
||||
var body = JSON.stringify({
|
||||
score: score,
|
||||
level_reached: levelReached > 0 ? levelReached : 1,
|
||||
lives_used: livesUsed,
|
||||
duration_seconds: durationSecs,
|
||||
end_reason: endReason
|
||||
});
|
||||
|
||||
/* Stash stats for the beforeunload fallback */
|
||||
Module._analyticsLastStats = body;
|
||||
|
||||
return fetch(Module._analyticsUrl + '/api/analytics/session/' + sid + '/end/', {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
'X-API-Key': Module._analyticsKey
|
||||
},
|
||||
body: body,
|
||||
keepalive: true
|
||||
})
|
||||
.then(function(r) { return r.json(); })
|
||||
.then(function(data) {
|
||||
console.log('[analytics] Session ended: ' + sid +
|
||||
(data.new_high_score ? ' (NEW HIGH SCORE!)' : ''));
|
||||
})
|
||||
.catch(function(err) {
|
||||
console.error('[analytics] Session end failed:', err);
|
||||
});
|
||||
}
|
||||
|
||||
if (!Module._analyticsUrl) return;
|
||||
|
||||
var endReason = UTF8ToString(end_reason_ptr);
|
||||
|
||||
/* If session start is still in-flight, wait for it before ending. */
|
||||
if (Module._analyticsStartPending) {
|
||||
var pending = Module._analyticsStartPending;
|
||||
/* Clear session synchronously so duplicate end calls are harmless */
|
||||
Module._analyticsStartPending = null;
|
||||
pending.then(function() {
|
||||
var sid = Module._analyticsSessionId;
|
||||
if (sid) {
|
||||
Module._analyticsSessionId = null;
|
||||
doEnd(sid, endReason, score, level_reached, lives_used, duration_secs);
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Module._analyticsSessionId) return;
|
||||
|
||||
var sid = Module._analyticsSessionId;
|
||||
/* Clear synchronously before the async request to prevent races */
|
||||
Module._analyticsSessionId = null;
|
||||
doEnd(sid, endReason, score, level_reached, lives_used, duration_secs);
|
||||
});
|
||||
|
||||
/* ── C wrappers ─────────────────────────────────────────────────── */
|
||||
|
||||
void analytics_init(void) {
|
||||
js_analytics_init();
|
||||
}
|
||||
|
||||
void analytics_session_start(void) {
|
||||
js_analytics_session_start();
|
||||
}
|
||||
|
||||
void analytics_session_end(GameStats *stats, const char *end_reason) {
|
||||
stats_update_score(stats);
|
||||
js_analytics_send_end(
|
||||
stats->score,
|
||||
stats->levels_completed > 0 ? stats->levels_completed : 1,
|
||||
stats->deaths,
|
||||
(int)stats->time_elapsed,
|
||||
end_reason
|
||||
);
|
||||
}
|
||||
|
||||
#else
|
||||
/* ── Non-WASM stubs ─────────────────────────────────────────────── */
|
||||
|
||||
void analytics_init(void) {
|
||||
printf("[analytics] Analytics disabled (native build)\n");
|
||||
}
|
||||
|
||||
void analytics_session_start(void) {}
|
||||
|
||||
void analytics_session_end(GameStats *stats, const char *end_reason) {
|
||||
(void)stats;
|
||||
(void)end_reason;
|
||||
}
|
||||
|
||||
#endif /* __EMSCRIPTEN__ */
|
||||
18
src/game/analytics.h
Normal file
18
src/game/analytics.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#ifndef JNR_ANALYTICS_H
|
||||
#define JNR_ANALYTICS_H
|
||||
|
||||
#include "game/stats.h"
|
||||
|
||||
/* Initialize analytics subsystem (load/generate client_id).
|
||||
* No-op on non-WASM builds. */
|
||||
void analytics_init(void);
|
||||
|
||||
/* Start a new analytics session. Sends POST to the backend. */
|
||||
void analytics_session_start(void);
|
||||
|
||||
/* End the current analytics session with final stats.
|
||||
* Computes the composite score before sending.
|
||||
* end_reason: "death", "quit", "timeout", or "completed". */
|
||||
void analytics_session_end(GameStats *stats, const char *end_reason);
|
||||
|
||||
#endif /* JNR_ANALYTICS_H */
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "game/editor.h"
|
||||
#include "game/entity_registry.h"
|
||||
#include "game/transition.h"
|
||||
#include "engine/core.h"
|
||||
#include "engine/input.h"
|
||||
#include "engine/renderer.h"
|
||||
@@ -359,6 +360,16 @@ static bool save_tilemap(const Tilemap *map, const char *path) {
|
||||
if (map->player_unarmed)
|
||||
fprintf(f, "PLAYER_UNARMED\n");
|
||||
|
||||
/* Transition styles */
|
||||
if (map->transition_in != TRANS_NONE) {
|
||||
fprintf(f, "TRANSITION_IN %s\n",
|
||||
transition_style_name(map->transition_in));
|
||||
}
|
||||
if (map->transition_out != TRANS_NONE) {
|
||||
fprintf(f, "TRANSITION_OUT %s\n",
|
||||
transition_style_name(map->transition_out));
|
||||
}
|
||||
|
||||
fprintf(f, "\n");
|
||||
|
||||
/* Entity spawns */
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "game/spacecraft.h"
|
||||
#include "game/sprites.h"
|
||||
#include "game/entity_registry.h"
|
||||
#include "game/stats.h"
|
||||
#include "engine/core.h"
|
||||
#include "engine/renderer.h"
|
||||
#include "engine/physics.h"
|
||||
@@ -16,6 +17,7 @@
|
||||
#include "engine/input.h"
|
||||
#include "engine/camera.h"
|
||||
#include "engine/assets.h"
|
||||
#include "engine/font.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
@@ -210,7 +212,10 @@ static void damage_entity(Entity *target, int damage) {
|
||||
|
||||
static void damage_player(Entity *player, int damage, Entity *source) {
|
||||
PlayerData *ppd = (PlayerData *)player->data;
|
||||
stats_record_damage_taken(damage);
|
||||
damage_entity(player, damage);
|
||||
/* Note: damage_taken is recorded here; damage_dealt and kills are
|
||||
* recorded at the specific call sites that deal player-sourced damage. */
|
||||
|
||||
/* Screen shake on player hit (stronger) */
|
||||
if (s_active_camera) {
|
||||
@@ -263,7 +268,10 @@ static void handle_collisions(EntityManager *em) {
|
||||
/* Player bullet hits enemies */
|
||||
if (from_player && entity_is_enemy(b)) {
|
||||
if (physics_overlap(&a->body, &b->body)) {
|
||||
stats_record_damage_dealt(a->damage);
|
||||
damage_entity(b, a->damage);
|
||||
stats_record_shot_hit();
|
||||
if (b->flags & ENTITY_DEAD) stats_record_kill();
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
@@ -295,7 +303,9 @@ static void handle_collisions(EntityManager *em) {
|
||||
a->body.pos.y + a->body.size.y * 0.5f);
|
||||
|
||||
if (stomping) {
|
||||
stats_record_damage_dealt(2);
|
||||
damage_entity(a, 2);
|
||||
if (a->flags & ENTITY_DEAD) stats_record_kill();
|
||||
player->body.vel.y = -PLAYER_JUMP_FORCE * 0.7f;
|
||||
} else {
|
||||
damage_player(player, a->damage, a);
|
||||
@@ -366,6 +376,7 @@ static void handle_collisions(EntityManager *em) {
|
||||
}
|
||||
|
||||
if (picked_up) {
|
||||
stats_record_pickup();
|
||||
/* Pickup particles */
|
||||
Vec2 center = vec2(
|
||||
a->body.pos.x + a->body.size.x * 0.5f,
|
||||
@@ -566,6 +577,7 @@ void level_update(Level *level, float dt) {
|
||||
for (int i = 0; i < level->entities.count; i++) {
|
||||
Entity *e = &level->entities.entities[i];
|
||||
if (e->active && e->type == ENT_PLAYER && player_wants_respawn(e)) {
|
||||
stats_record_death();
|
||||
player_respawn(e, level->map.player_spawn);
|
||||
Vec2 center = vec2(
|
||||
e->body.pos.x + e->body.size.x * 0.5f,
|
||||
@@ -768,6 +780,20 @@ void level_render(Level *level, float interpolation) {
|
||||
}
|
||||
}
|
||||
|
||||
/* Draw score in top-right corner */
|
||||
{
|
||||
GameStats *stats = stats_get_active();
|
||||
if (stats) {
|
||||
stats_update_score(stats);
|
||||
char score_buf[16];
|
||||
snprintf(score_buf, sizeof(score_buf), "%d", stats->score);
|
||||
int text_w = font_text_width(score_buf);
|
||||
font_draw_text(g_engine.renderer, score_buf,
|
||||
SCREEN_WIDTH - text_w - 8, 8,
|
||||
(SDL_Color){255, 220, 80, 255});
|
||||
}
|
||||
}
|
||||
|
||||
/* Flush the renderer */
|
||||
renderer_flush(cam);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "game/levelgen.h"
|
||||
#include "game/transition.h"
|
||||
#include "engine/parallax.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
@@ -1317,6 +1318,14 @@ bool levelgen_generate(Tilemap *map, const LevelGenConfig *config) {
|
||||
snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/algardalgar.ogg");
|
||||
}
|
||||
|
||||
/* Transition style — interior themes use elevator, surface uses none
|
||||
* (spacecraft entity handles surface transitions). */
|
||||
if (primary_theme == THEME_PLANET_BASE || primary_theme == THEME_MARS_BASE
|
||||
|| primary_theme == THEME_SPACE_STATION) {
|
||||
map->transition_in = TRANS_ELEVATOR;
|
||||
map->transition_out = TRANS_ELEVATOR;
|
||||
}
|
||||
|
||||
/* Tileset */
|
||||
/* NOTE: tileset texture will be loaded by level_load_generated */
|
||||
|
||||
@@ -1826,6 +1835,10 @@ bool levelgen_generate_station(Tilemap *map, const LevelGenConfig *config) {
|
||||
/* Music */
|
||||
snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/algardalgar.ogg");
|
||||
|
||||
/* Interior levels use elevator transitions. */
|
||||
map->transition_in = TRANS_ELEVATOR;
|
||||
map->transition_out = TRANS_ELEVATOR;
|
||||
|
||||
printf("levelgen_station: generated %dx%d level (%d segments, seed=%u, gravity=%.0f)\n",
|
||||
map->width, map->height, num_segs, s_rng_state, map->gravity);
|
||||
printf(" segments:");
|
||||
@@ -2485,6 +2498,10 @@ bool levelgen_generate_mars_base(Tilemap *map, const LevelGenConfig *config) {
|
||||
/* Music */
|
||||
snprintf(map->music_path, sizeof(map->music_path), "assets/sounds/kaffe_og_kage.ogg");
|
||||
|
||||
/* Interior levels use elevator transitions. */
|
||||
map->transition_in = TRANS_ELEVATOR;
|
||||
map->transition_out = TRANS_ELEVATOR;
|
||||
|
||||
printf("levelgen_mars_base: generated %dx%d level (%d segments, seed=%u)\n",
|
||||
map->width, map->height, num_segs, s_rng_state);
|
||||
printf(" segments:");
|
||||
@@ -2541,6 +2558,16 @@ bool levelgen_dump_lvl(const Tilemap *map, const char *path) {
|
||||
fprintf(f, "PLAYER_UNARMED\n");
|
||||
}
|
||||
|
||||
/* Transition styles */
|
||||
if (map->transition_in != TRANS_NONE) {
|
||||
fprintf(f, "TRANSITION_IN %s\n",
|
||||
transition_style_name(map->transition_in));
|
||||
}
|
||||
if (map->transition_out != TRANS_NONE) {
|
||||
fprintf(f, "TRANSITION_OUT %s\n",
|
||||
transition_style_name(map->transition_out));
|
||||
}
|
||||
|
||||
fprintf(f, "\n");
|
||||
|
||||
/* Entity spawns */
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "game/player.h"
|
||||
#include "game/sprites.h"
|
||||
#include "game/projectile.h"
|
||||
#include "game/stats.h"
|
||||
#include "engine/input.h"
|
||||
#include "engine/physics.h"
|
||||
#include "engine/renderer.h"
|
||||
@@ -299,8 +300,36 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* ── Double-tap down for free downward jetpack ── */
|
||||
if (!body->on_ground && input_pressed(ACTION_DOWN)) {
|
||||
if (pd->down_tap_timer > 0) {
|
||||
/* Second tap — trigger free downward dash */
|
||||
pd->down_tap_timer = 0;
|
||||
pd->dash_timer = PLAYER_DASH_DURATION;
|
||||
pd->dash_dir = vec2(0.0f, 1.0f);
|
||||
|
||||
/* Brief invincibility during dash */
|
||||
pd->inv_timer = PLAYER_DASH_DURATION;
|
||||
self->flags |= ENTITY_INVINCIBLE;
|
||||
|
||||
/* Jetpack burst downward */
|
||||
Vec2 exhaust_pos = vec2(
|
||||
body->pos.x + body->size.x * 0.5f,
|
||||
body->pos.y + body->size.y * 0.5f
|
||||
);
|
||||
particle_emit_jetpack_burst(exhaust_pos, pd->dash_dir);
|
||||
audio_play_sound(s_sfx_dash, 96);
|
||||
return;
|
||||
}
|
||||
pd->down_tap_timer = 0.3f; /* window for second tap */
|
||||
}
|
||||
if (pd->down_tap_timer > 0) {
|
||||
pd->down_tap_timer -= dt;
|
||||
}
|
||||
|
||||
if (input_pressed(ACTION_DASH) && pd->dash_charges > 0) {
|
||||
pd->dash_charges--;
|
||||
stats_record_dash();
|
||||
/* Start recharge timer only if not already recharging */
|
||||
if (pd->dash_recharge_timer <= 0) {
|
||||
pd->dash_recharge_timer = (pd->jetpack_boost_timer > 0)
|
||||
@@ -410,6 +439,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
|
||||
pd->jumping = true;
|
||||
pd->jump_buffer_timer = 0;
|
||||
pd->coyote_timer = 0;
|
||||
stats_record_jump();
|
||||
audio_play_sound(s_sfx_jump, 96);
|
||||
}
|
||||
|
||||
@@ -460,6 +490,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
|
||||
}
|
||||
|
||||
projectile_spawn_dir(s_em, bullet_pos, shoot_dir, true);
|
||||
stats_record_shot_fired();
|
||||
/* Muzzle flash slightly ahead of bullet origin (at barrel tip) */
|
||||
Vec2 flash_pos = vec2(
|
||||
bullet_pos.x + shoot_dir.x * 4.0f,
|
||||
@@ -474,6 +505,7 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
|
||||
|
||||
/* ── Landing detection ───────────────────── */
|
||||
if (body->on_ground && !pd->was_on_ground) {
|
||||
pd->down_tap_timer = 0; /* reset double-tap on landing */
|
||||
/* Just landed — emit dust at feet */
|
||||
Vec2 feet = vec2(
|
||||
body->pos.x + body->size.x * 0.5f,
|
||||
|
||||
@@ -67,6 +67,8 @@ typedef struct PlayerData {
|
||||
AimDir aim_dir; /* current aim direction */
|
||||
bool looking_up; /* holding up without moving */
|
||||
float look_up_timer; /* how long up has been held */
|
||||
/* Down-arrow double-tap (free downward jetpack) */
|
||||
float down_tap_timer; /* time since last mid-air down press */
|
||||
/* Death / Respawn */
|
||||
float respawn_timer; /* countdown after death anim finishes */
|
||||
Vec2 spawn_point; /* where to respawn */
|
||||
|
||||
29
src/game/stats.c
Normal file
29
src/game/stats.c
Normal file
@@ -0,0 +1,29 @@
|
||||
#include "game/stats.h"
|
||||
#include <string.h>
|
||||
|
||||
static GameStats *s_active = NULL;
|
||||
|
||||
void stats_reset(GameStats *s) {
|
||||
memset(s, 0, sizeof(GameStats));
|
||||
}
|
||||
|
||||
void stats_update_score(GameStats *s) {
|
||||
int score = s->enemies_killed * 100
|
||||
+ s->levels_completed * 500
|
||||
- s->deaths * 200
|
||||
- (int)s->time_elapsed;
|
||||
s->score = score > 0 ? score : 0;
|
||||
}
|
||||
|
||||
void stats_set_active(GameStats *s) { s_active = s; }
|
||||
GameStats *stats_get_active(void) { return s_active; }
|
||||
|
||||
void stats_record_kill(void) { if (s_active) s_active->enemies_killed++; }
|
||||
void stats_record_death(void) { if (s_active) s_active->deaths++; }
|
||||
void stats_record_shot_fired(void) { if (s_active) s_active->shots_fired++; }
|
||||
void stats_record_shot_hit(void) { if (s_active) s_active->shots_hit++; }
|
||||
void stats_record_dash(void) { if (s_active) s_active->dashes_used++; }
|
||||
void stats_record_jump(void) { if (s_active) s_active->jumps++; }
|
||||
void stats_record_pickup(void) { if (s_active) s_active->pickups_collected++; }
|
||||
void stats_record_damage_taken(int n) { if (s_active) s_active->damage_taken += n; }
|
||||
void stats_record_damage_dealt(int n) { if (s_active) s_active->damage_dealt += n; }
|
||||
43
src/game/stats.h
Normal file
43
src/game/stats.h
Normal file
@@ -0,0 +1,43 @@
|
||||
#ifndef JNR_STATS_H
|
||||
#define JNR_STATS_H
|
||||
|
||||
/* Per-session gameplay statistics, accumulated during play and
|
||||
* submitted to the analytics backend when the session ends. */
|
||||
typedef struct GameStats {
|
||||
int score; /* composite score */
|
||||
int levels_completed; /* exit zone triggers */
|
||||
int enemies_killed; /* total kills */
|
||||
int deaths; /* player respawn count */
|
||||
int shots_fired; /* projectiles spawned by player */
|
||||
int shots_hit; /* player projectiles that hit */
|
||||
int dashes_used; /* dash activations */
|
||||
int jumps; /* jump count */
|
||||
int pickups_collected; /* all powerup pickups */
|
||||
int damage_taken; /* total HP lost */
|
||||
int damage_dealt; /* total HP dealt to enemies */
|
||||
float time_elapsed; /* wall-clock seconds */
|
||||
} GameStats;
|
||||
|
||||
/* Reset all stats to zero (call at session start). */
|
||||
void stats_reset(GameStats *s);
|
||||
|
||||
/* Recompute the composite score from raw metrics. */
|
||||
void stats_update_score(GameStats *s);
|
||||
|
||||
/* Set/get the active stats instance (global pointer used by
|
||||
* level.c and player.c to record events during gameplay). */
|
||||
void stats_set_active(GameStats *s);
|
||||
GameStats *stats_get_active(void);
|
||||
|
||||
/* Convenience: increment a stat on the active instance (no-op if NULL). */
|
||||
void stats_record_kill(void);
|
||||
void stats_record_death(void);
|
||||
void stats_record_shot_fired(void);
|
||||
void stats_record_shot_hit(void);
|
||||
void stats_record_dash(void);
|
||||
void stats_record_jump(void);
|
||||
void stats_record_pickup(void);
|
||||
void stats_record_damage_taken(int amount);
|
||||
void stats_record_damage_dealt(int amount);
|
||||
|
||||
#endif /* JNR_STATS_H */
|
||||
351
src/game/transition.c
Normal file
351
src/game/transition.c
Normal file
@@ -0,0 +1,351 @@
|
||||
#include "game/transition.h"
|
||||
#include "engine/core.h"
|
||||
#include "engine/audio.h"
|
||||
#include "engine/particle.h"
|
||||
#include "config.h"
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Constants
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* ── Elevator timing ── */
|
||||
#define ELEVATOR_CLOSE_DURATION 0.6f /* doors slide shut */
|
||||
#define ELEVATOR_HOLD_DURATION 0.3f /* closed with rumble */
|
||||
#define ELEVATOR_OPEN_DURATION 0.6f /* doors slide open */
|
||||
|
||||
#define ELEVATOR_OUT_DURATION (ELEVATOR_CLOSE_DURATION + ELEVATOR_HOLD_DURATION)
|
||||
#define ELEVATOR_IN_DURATION (ELEVATOR_HOLD_DURATION + ELEVATOR_OPEN_DURATION)
|
||||
|
||||
/* ── Teleporter timing ── */
|
||||
#define TELEPORT_DISSOLVE_DURATION 0.5f /* scanline sweep out */
|
||||
#define TELEPORT_FLASH_DURATION 0.15f /* white flash */
|
||||
#define TELEPORT_MATERIALIZE_DURATION 0.5f /* scanline sweep in */
|
||||
|
||||
#define TELEPORT_OUT_DURATION (TELEPORT_DISSOLVE_DURATION + TELEPORT_FLASH_DURATION)
|
||||
#define TELEPORT_IN_DURATION (TELEPORT_FLASH_DURATION + TELEPORT_MATERIALIZE_DURATION)
|
||||
|
||||
/* ── Scanline dissolve parameters ── */
|
||||
#define SCANLINE_HEIGHT 3 /* pixel height per band */
|
||||
#define SCANLINE_STAGGER 0.3f /* time spread between first/last band */
|
||||
|
||||
/* ── Elevator colors ── */
|
||||
#define ELEV_R 40
|
||||
#define ELEV_G 42
|
||||
#define ELEV_B 48
|
||||
|
||||
/* ── Sound effects ── */
|
||||
static Sound s_sfx_teleport;
|
||||
static bool s_sfx_loaded = false;
|
||||
|
||||
static void ensure_sfx(void) {
|
||||
if (s_sfx_loaded) return;
|
||||
s_sfx_teleport = audio_load_sound("assets/sounds/teleport.wav");
|
||||
s_sfx_loaded = true;
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Outro duration for a given style
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
static float outro_duration(TransitionStyle style) {
|
||||
switch (style) {
|
||||
case TRANS_ELEVATOR: return ELEVATOR_OUT_DURATION;
|
||||
case TRANS_TELEPORTER: return TELEPORT_OUT_DURATION;
|
||||
default: return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
static float intro_duration(TransitionStyle style) {
|
||||
switch (style) {
|
||||
case TRANS_ELEVATOR: return ELEVATOR_IN_DURATION;
|
||||
case TRANS_TELEPORTER: return TELEPORT_IN_DURATION;
|
||||
default: return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Public API
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
void transition_start_out(TransitionState *ts, TransitionStyle out_style) {
|
||||
ensure_sfx();
|
||||
ts->out_style = out_style;
|
||||
ts->in_style = TRANS_NONE;
|
||||
ts->phase = TRANS_PHASE_OUT;
|
||||
ts->timer = 0.0f;
|
||||
ts->phase_dur = outro_duration(out_style);
|
||||
ts->sound_played = false;
|
||||
}
|
||||
|
||||
void transition_set_in_style(TransitionState *ts, TransitionStyle in_style) {
|
||||
ts->in_style = in_style;
|
||||
}
|
||||
|
||||
void transition_update(TransitionState *ts, float dt, Camera *cam) {
|
||||
if (ts->phase == TRANS_IDLE || ts->phase == TRANS_PHASE_DONE) return;
|
||||
|
||||
ts->timer += dt;
|
||||
|
||||
/* ── Outro phase ── */
|
||||
if (ts->phase == TRANS_PHASE_OUT) {
|
||||
/* Play sound once at start of teleporter dissolve. */
|
||||
if (ts->out_style == TRANS_TELEPORTER && !ts->sound_played) {
|
||||
audio_play_sound(s_sfx_teleport, 80);
|
||||
ts->sound_played = true;
|
||||
}
|
||||
|
||||
/* Elevator rumble during the hold period. */
|
||||
if (ts->out_style == TRANS_ELEVATOR && cam) {
|
||||
if (ts->timer > ELEVATOR_CLOSE_DURATION) {
|
||||
camera_shake(cam, 3.0f, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
if (ts->timer >= ts->phase_dur) {
|
||||
ts->phase = TRANS_PHASE_LOAD;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/* ── Load phase: caller must call transition_begin_intro() ── */
|
||||
if (ts->phase == TRANS_PHASE_LOAD) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* ── Intro phase ── */
|
||||
if (ts->phase == TRANS_PHASE_IN) {
|
||||
/* Elevator rumble at the start of intro (before doors open). */
|
||||
if (ts->in_style == TRANS_ELEVATOR && cam) {
|
||||
if (ts->timer < ELEVATOR_HOLD_DURATION) {
|
||||
camera_shake(cam, 2.5f, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
if (ts->timer >= ts->phase_dur) {
|
||||
ts->phase = TRANS_PHASE_DONE;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
bool transition_needs_load(const TransitionState *ts) {
|
||||
return ts->phase == TRANS_PHASE_LOAD;
|
||||
}
|
||||
|
||||
void transition_begin_intro(TransitionState *ts) {
|
||||
ts->phase = TRANS_PHASE_IN;
|
||||
ts->timer = 0.0f;
|
||||
ts->phase_dur = intro_duration(ts->in_style);
|
||||
ts->sound_played = false;
|
||||
}
|
||||
|
||||
bool transition_is_done(const TransitionState *ts) {
|
||||
return ts->phase == TRANS_PHASE_DONE;
|
||||
}
|
||||
|
||||
void transition_reset(TransitionState *ts) {
|
||||
ts->phase = TRANS_IDLE;
|
||||
ts->timer = 0.0f;
|
||||
ts->phase_dur = 0.0f;
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Elevator rendering helpers
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* Returns door coverage 0.0 (fully open) to 1.0 (fully closed). */
|
||||
static float elevator_coverage(const TransitionState *ts) {
|
||||
if (ts->phase == TRANS_PHASE_OUT) {
|
||||
/* Closing: 0 → 1 over ELEVATOR_CLOSE_DURATION, then hold at 1. */
|
||||
float t = ts->timer / ELEVATOR_CLOSE_DURATION;
|
||||
if (t > 1.0f) t = 1.0f;
|
||||
/* Ease-in-out for smooth motion. */
|
||||
return t * t * (3.0f - 2.0f * t);
|
||||
}
|
||||
if (ts->phase == TRANS_PHASE_IN) {
|
||||
/* Hold closed during ELEVATOR_HOLD_DURATION, then open. */
|
||||
float open_t = ts->timer - ELEVATOR_HOLD_DURATION;
|
||||
if (open_t <= 0.0f) return 1.0f;
|
||||
float t = open_t / ELEVATOR_OPEN_DURATION;
|
||||
if (t > 1.0f) t = 1.0f;
|
||||
float ease = t * t * (3.0f - 2.0f * t);
|
||||
return 1.0f - ease;
|
||||
}
|
||||
/* PHASE_LOAD: fully closed. */
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
static void render_elevator(const TransitionState *ts) {
|
||||
float coverage = elevator_coverage(ts);
|
||||
if (coverage <= 0.0f) return;
|
||||
|
||||
int half_h = (int)(coverage * (float)SCREEN_HEIGHT * 0.5f + 0.5f);
|
||||
|
||||
SDL_Renderer *r = g_engine.renderer;
|
||||
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_NONE);
|
||||
SDL_SetRenderDrawColor(r, ELEV_R, ELEV_G, ELEV_B, 255);
|
||||
|
||||
/* Top door. */
|
||||
SDL_Rect top = {0, 0, SCREEN_WIDTH, half_h};
|
||||
SDL_RenderFillRect(r, &top);
|
||||
|
||||
/* Bottom door. */
|
||||
SDL_Rect bot = {0, SCREEN_HEIGHT - half_h, SCREEN_WIDTH, half_h};
|
||||
SDL_RenderFillRect(r, &bot);
|
||||
|
||||
/* Thin bright seam at the meeting edge (visual detail). */
|
||||
if (coverage > 0.7f) {
|
||||
int seam_y = half_h - 1;
|
||||
SDL_SetRenderDrawColor(r, 100, 110, 130, 255);
|
||||
SDL_Rect seam_top = {0, seam_y, SCREEN_WIDTH, 1};
|
||||
SDL_RenderFillRect(r, &seam_top);
|
||||
|
||||
int seam_bot_y = SCREEN_HEIGHT - half_h;
|
||||
SDL_Rect seam_bot = {0, seam_bot_y, SCREEN_WIDTH, 1};
|
||||
SDL_RenderFillRect(r, &seam_bot);
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Teleporter rendering helpers
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* Scanline dissolve progress: each band sweeps across the screen.
|
||||
* band_idx: which band (0 = top), total_bands: how many bands,
|
||||
* global_progress: 0.0–1.0 across the dissolve duration,
|
||||
* reverse: if true, sweep right-to-left / bottom-to-top. */
|
||||
static float band_progress(int band_idx, int total_bands,
|
||||
float global_progress, bool reverse) {
|
||||
float band_offset;
|
||||
if (reverse) {
|
||||
band_offset = (float)(total_bands - 1 - band_idx) / (float)total_bands
|
||||
* SCANLINE_STAGGER;
|
||||
} else {
|
||||
band_offset = (float)band_idx / (float)total_bands * SCANLINE_STAGGER;
|
||||
}
|
||||
float local = (global_progress - band_offset) / (1.0f - SCANLINE_STAGGER);
|
||||
if (local < 0.0f) local = 0.0f;
|
||||
if (local > 1.0f) local = 1.0f;
|
||||
return local;
|
||||
}
|
||||
|
||||
static void render_teleporter_scanlines(float global_progress,
|
||||
bool reverse) {
|
||||
int total_bands = SCREEN_HEIGHT / SCANLINE_HEIGHT;
|
||||
SDL_Renderer *r = g_engine.renderer;
|
||||
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_NONE);
|
||||
SDL_SetRenderDrawColor(r, 0, 0, 0, 255);
|
||||
|
||||
for (int i = 0; i < total_bands; i++) {
|
||||
float bp = band_progress(i, total_bands, global_progress, reverse);
|
||||
if (bp <= 0.0f) continue;
|
||||
|
||||
int y = i * SCANLINE_HEIGHT;
|
||||
int w = (int)(bp * (float)SCREEN_WIDTH + 0.5f);
|
||||
if (w <= 0) continue;
|
||||
if (w > SCREEN_WIDTH) w = SCREEN_WIDTH;
|
||||
|
||||
/* Alternate sweep direction per band for visual interest. */
|
||||
int x = (i % 2 == 0) ? 0 : (SCREEN_WIDTH - w);
|
||||
|
||||
SDL_Rect band = {x, y, w, SCANLINE_HEIGHT};
|
||||
SDL_RenderFillRect(r, &band);
|
||||
}
|
||||
}
|
||||
|
||||
static void render_teleporter_flash(float alpha_f) {
|
||||
if (alpha_f <= 0.0f) return;
|
||||
uint8_t alpha = (uint8_t)(alpha_f * 255.0f);
|
||||
if (alpha == 0) return;
|
||||
|
||||
SDL_Renderer *r = g_engine.renderer;
|
||||
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(r, 255, 255, 255, alpha);
|
||||
SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
SDL_RenderFillRect(r, &rect);
|
||||
}
|
||||
|
||||
static void render_teleporter(const TransitionState *ts) {
|
||||
if (ts->phase == TRANS_PHASE_OUT) {
|
||||
/* Phase 1: scanline dissolve, then flash builds up. */
|
||||
if (ts->timer < TELEPORT_DISSOLVE_DURATION) {
|
||||
float progress = ts->timer / TELEPORT_DISSOLVE_DURATION;
|
||||
render_teleporter_scanlines(progress, false);
|
||||
} else {
|
||||
/* Dissolve complete — full black + rising flash. */
|
||||
render_teleporter_scanlines(1.0f, false);
|
||||
float flash_t = (ts->timer - TELEPORT_DISSOLVE_DURATION)
|
||||
/ TELEPORT_FLASH_DURATION;
|
||||
if (flash_t > 1.0f) flash_t = 1.0f;
|
||||
render_teleporter_flash(flash_t);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (ts->phase == TRANS_PHASE_LOAD) {
|
||||
/* Fully covered: black + white flash. */
|
||||
render_teleporter_scanlines(1.0f, false);
|
||||
render_teleporter_flash(1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ts->phase == TRANS_PHASE_IN) {
|
||||
/* Phase 2: flash fades out, then scanlines recede. */
|
||||
if (ts->timer < TELEPORT_FLASH_DURATION) {
|
||||
/* Flash fading over black. */
|
||||
render_teleporter_scanlines(1.0f, true);
|
||||
float flash_t = 1.0f - ts->timer / TELEPORT_FLASH_DURATION;
|
||||
render_teleporter_flash(flash_t);
|
||||
} else {
|
||||
/* Scanlines receding to reveal the new level. */
|
||||
float mat_t = (ts->timer - TELEPORT_FLASH_DURATION)
|
||||
/ TELEPORT_MATERIALIZE_DURATION;
|
||||
if (mat_t > 1.0f) mat_t = 1.0f;
|
||||
/* Progress inverted: 1.0 = fully covered, 0.0 = revealed. */
|
||||
render_teleporter_scanlines(1.0f - mat_t, true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Render dispatch
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
void transition_render(const TransitionState *ts) {
|
||||
if (ts->phase == TRANS_IDLE || ts->phase == TRANS_PHASE_DONE) return;
|
||||
|
||||
/* Pick the active style based on which phase we are in. */
|
||||
TransitionStyle style = (ts->phase == TRANS_PHASE_IN)
|
||||
? ts->in_style : ts->out_style;
|
||||
|
||||
switch (style) {
|
||||
case TRANS_ELEVATOR: render_elevator(ts); break;
|
||||
case TRANS_TELEPORTER: render_teleporter(ts); break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Name ↔ enum conversion
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
TransitionStyle transition_style_from_name(const char *name) {
|
||||
if (!name) return TRANS_NONE;
|
||||
if (strcmp(name, "spacecraft") == 0) return TRANS_SPACECRAFT;
|
||||
if (strcmp(name, "elevator") == 0) return TRANS_ELEVATOR;
|
||||
if (strcmp(name, "teleporter") == 0) return TRANS_TELEPORTER;
|
||||
return TRANS_NONE;
|
||||
}
|
||||
|
||||
const char *transition_style_name(TransitionStyle style) {
|
||||
switch (style) {
|
||||
case TRANS_SPACECRAFT: return "spacecraft";
|
||||
case TRANS_ELEVATOR: return "elevator";
|
||||
case TRANS_TELEPORTER: return "teleporter";
|
||||
default: return "none";
|
||||
}
|
||||
}
|
||||
68
src/game/transition.h
Normal file
68
src/game/transition.h
Normal file
@@ -0,0 +1,68 @@
|
||||
#ifndef JNR_TRANSITION_H
|
||||
#define JNR_TRANSITION_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "engine/camera.h"
|
||||
#include "config.h"
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Level transition animations
|
||||
*
|
||||
* Two-phase system: outro (on the old level) then
|
||||
* intro (on the new level). The caller is responsible
|
||||
* for freeing the old level and loading the new one
|
||||
* between phases (when transition_needs_load() is true).
|
||||
*
|
||||
* TransitionStyle enum is defined in config.h so that
|
||||
* both engine (tilemap) and game code can reference it
|
||||
* without circular includes.
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
typedef enum TransitionPhase {
|
||||
TRANS_IDLE, /* no transition active */
|
||||
TRANS_PHASE_OUT, /* outro animation on the old level */
|
||||
TRANS_PHASE_LOAD, /* ready for the caller to swap levels */
|
||||
TRANS_PHASE_IN, /* intro animation on the new level */
|
||||
TRANS_PHASE_DONE, /* transition complete, return to play */
|
||||
} TransitionPhase;
|
||||
|
||||
typedef struct TransitionState {
|
||||
TransitionStyle out_style; /* outro style (from departing level) */
|
||||
TransitionStyle in_style; /* intro style (from arriving level) */
|
||||
TransitionPhase phase;
|
||||
float timer; /* elapsed time in current phase */
|
||||
float phase_dur; /* total duration of current phase */
|
||||
bool sound_played; /* flag to fire a sound once per phase */
|
||||
} TransitionState;
|
||||
|
||||
/* Start the outro phase. out_style comes from the departing level. */
|
||||
void transition_start_out(TransitionState *ts, TransitionStyle out_style);
|
||||
|
||||
/* Set the intro style (call after loading the new level). */
|
||||
void transition_set_in_style(TransitionState *ts, TransitionStyle in_style);
|
||||
|
||||
/* Advance the transition. cam may be NULL during the load gap. */
|
||||
void transition_update(TransitionState *ts, float dt, Camera *cam);
|
||||
|
||||
/* True when the outro is done and the caller should swap levels. */
|
||||
bool transition_needs_load(const TransitionState *ts);
|
||||
|
||||
/* Acknowledge the load — advance to the intro phase. */
|
||||
void transition_begin_intro(TransitionState *ts);
|
||||
|
||||
/* True when the full transition is finished. */
|
||||
bool transition_is_done(const TransitionState *ts);
|
||||
|
||||
/* Render the transition overlay (call AFTER rendering the level). */
|
||||
void transition_render(const TransitionState *ts);
|
||||
|
||||
/* Reset to idle. */
|
||||
void transition_reset(TransitionState *ts);
|
||||
|
||||
/* Parse a style name string ("none", "elevator", etc.). */
|
||||
TransitionStyle transition_style_from_name(const char *name);
|
||||
|
||||
/* Return the directive string for a style. */
|
||||
const char *transition_style_name(TransitionStyle style);
|
||||
|
||||
#endif /* JNR_TRANSITION_H */
|
||||
172
src/main.c
172
src/main.c
@@ -4,6 +4,9 @@
|
||||
#include "game/level.h"
|
||||
#include "game/levelgen.h"
|
||||
#include "game/editor.h"
|
||||
#include "game/stats.h"
|
||||
#include "game/analytics.h"
|
||||
#include "game/transition.h"
|
||||
#include "config.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -22,6 +25,7 @@ typedef enum GameMode {
|
||||
MODE_PLAY,
|
||||
MODE_EDITOR,
|
||||
MODE_PAUSED,
|
||||
MODE_TRANSITION,
|
||||
} GameMode;
|
||||
|
||||
static Level s_level;
|
||||
@@ -46,10 +50,18 @@ static int s_station_depth = 0;
|
||||
static int s_mars_depth = 0;
|
||||
#define MARS_BASE_GEN_COUNT 2
|
||||
|
||||
/* ── Analytics / stats tracking ── */
|
||||
static GameStats s_stats;
|
||||
static bool s_session_active = false;
|
||||
|
||||
/* ── Pause menu state ── */
|
||||
#define PAUSE_ITEM_COUNT 3
|
||||
static int s_pause_selection = 0; /* 0=Resume, 1=Restart, 2=Quit */
|
||||
|
||||
/* ── Level transition state ── */
|
||||
static TransitionState s_transition;
|
||||
static char s_pending_target[ASSET_PATH_MAX] = {0}; /* exit target stashed during transition */
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
/* JS-initiated level load request (level-select dropdown in shell). */
|
||||
static int s_js_load_request = 0;
|
||||
@@ -238,6 +250,21 @@ static void load_mars_base_level(void) {
|
||||
s_level_path[0] = '\0';
|
||||
}
|
||||
|
||||
/* ── Analytics session helpers ── */
|
||||
static void begin_session(void) {
|
||||
stats_reset(&s_stats);
|
||||
stats_set_active(&s_stats);
|
||||
analytics_session_start();
|
||||
s_session_active = true;
|
||||
}
|
||||
|
||||
static void end_session(const char *reason) {
|
||||
if (!s_session_active) return;
|
||||
s_session_active = false;
|
||||
stats_set_active(NULL);
|
||||
analytics_session_end(&s_stats, reason);
|
||||
}
|
||||
|
||||
/* ── Switch to editor mode ── */
|
||||
static void enter_editor(void) {
|
||||
if (s_mode == MODE_PLAY) {
|
||||
@@ -300,20 +327,66 @@ static void restart_level(void) {
|
||||
}
|
||||
}
|
||||
|
||||
/* ── Level load dispatch — loads the next level based on target string ── */
|
||||
static void dispatch_level_load(const char *target) {
|
||||
if (target[0] == '\0') {
|
||||
/* Empty target = victory / end of game. */
|
||||
printf("Level complete! (no next level)\n");
|
||||
end_session("completed");
|
||||
level_free(&s_level);
|
||||
s_station_depth = 0;
|
||||
s_mars_depth = 0;
|
||||
if (!load_level_file("assets/levels/moon01.lvl")) {
|
||||
g_engine.running = false;
|
||||
}
|
||||
begin_session();
|
||||
} else if (strcmp(target, "generate") == 0) {
|
||||
printf("Transitioning to generated level\n");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
load_generated_level();
|
||||
} else if (strcmp(target, "generate:station") == 0) {
|
||||
printf("Transitioning to space station level\n");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
load_station_level();
|
||||
} else if (strcmp(target, "generate:mars_base") == 0) {
|
||||
printf("Transitioning to Mars Base level\n");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
load_mars_base_level();
|
||||
} else {
|
||||
printf("Transitioning to: %s\n", target);
|
||||
char path[ASSET_PATH_MAX];
|
||||
snprintf(path, sizeof(path), "%s", target);
|
||||
level_free(&s_level);
|
||||
if (!load_level_file(path)) {
|
||||
fprintf(stderr, "Failed to load next level: %s\n", path);
|
||||
if (!load_level_file("assets/levels/moon01.lvl")) {
|
||||
g_engine.running = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Game callbacks
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
static void game_init(void) {
|
||||
analytics_init();
|
||||
|
||||
if (s_use_editor) {
|
||||
enter_editor();
|
||||
} else if (s_use_procgen) {
|
||||
load_generated_level();
|
||||
begin_session();
|
||||
} else {
|
||||
if (!load_level_file("assets/levels/moon01.lvl")) {
|
||||
fprintf(stderr, "Failed to load level!\n");
|
||||
g_engine.running = false;
|
||||
}
|
||||
begin_session();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -347,12 +420,15 @@ static void pause_update(void) {
|
||||
break;
|
||||
case 1: /* Restart */
|
||||
s_mode = MODE_PLAY;
|
||||
end_session("quit");
|
||||
restart_level();
|
||||
begin_session();
|
||||
break;
|
||||
case 2: /* Quit */
|
||||
if (s_testing_from_editor) {
|
||||
return_to_editor();
|
||||
} else {
|
||||
end_session("quit");
|
||||
g_engine.running = false;
|
||||
}
|
||||
break;
|
||||
@@ -364,9 +440,12 @@ static void game_update(float dt) {
|
||||
/* Handle deferred level load from JS shell dropdown. */
|
||||
if (s_js_load_request && s_js_load_path[0]) {
|
||||
s_js_load_request = 0;
|
||||
end_session("quit");
|
||||
|
||||
/* Tear down whatever mode we are in. */
|
||||
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED) {
|
||||
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED
|
||||
|| s_mode == MODE_TRANSITION) {
|
||||
transition_reset(&s_transition);
|
||||
level_free(&s_level);
|
||||
} else if (s_mode == MODE_EDITOR) {
|
||||
editor_free(&s_editor);
|
||||
@@ -389,6 +468,7 @@ static void game_update(float dt) {
|
||||
s_js_load_path[0] = '\0';
|
||||
|
||||
SDL_SetWindowTitle(g_engine.window, "Jump 'n Run");
|
||||
begin_session();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
@@ -410,6 +490,28 @@ static void game_update(float dt) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (s_mode == MODE_TRANSITION) {
|
||||
transition_update(&s_transition, dt, &s_level.camera);
|
||||
|
||||
/* Outro finished — swap levels. */
|
||||
if (transition_needs_load(&s_transition)) {
|
||||
dispatch_level_load(s_pending_target);
|
||||
s_pending_target[0] = '\0';
|
||||
|
||||
/* Use the new level's intro style. */
|
||||
TransitionStyle in_style = s_level.map.transition_in;
|
||||
transition_set_in_style(&s_transition, in_style);
|
||||
transition_begin_intro(&s_transition);
|
||||
}
|
||||
|
||||
/* Intro finished — return to play. */
|
||||
if (transition_is_done(&s_transition)) {
|
||||
transition_reset(&s_transition);
|
||||
s_mode = MODE_PLAY;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/* ── Play mode ── */
|
||||
|
||||
/* Pause on escape (return to editor during test play) */
|
||||
@@ -437,60 +539,41 @@ static void game_update(float dt) {
|
||||
bool r_pressed = input_key_held(SDL_SCANCODE_R);
|
||||
if (r_pressed && !r_was_pressed) {
|
||||
printf("\n=== Regenerating level ===\n");
|
||||
end_session("quit");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
s_use_procgen = true;
|
||||
load_generated_level();
|
||||
begin_session();
|
||||
}
|
||||
r_was_pressed = r_pressed;
|
||||
|
||||
level_update(&s_level, dt);
|
||||
|
||||
/* Accumulate play time */
|
||||
if (s_session_active) {
|
||||
s_stats.time_elapsed += dt;
|
||||
}
|
||||
|
||||
/* Check for level exit transition */
|
||||
if (level_exit_triggered(&s_level)) {
|
||||
const char *target = s_level.exit_target;
|
||||
|
||||
if (target[0] == '\0') {
|
||||
/* Empty target = victory / end of game */
|
||||
printf("Level complete! (no next level)\n");
|
||||
/* Loop back to the beginning, reset progression state */
|
||||
level_free(&s_level);
|
||||
s_station_depth = 0;
|
||||
s_mars_depth = 0;
|
||||
if (!load_level_file("assets/levels/moon01.lvl")) {
|
||||
g_engine.running = false;
|
||||
/* Record the level completion in stats */
|
||||
if (s_session_active) {
|
||||
s_stats.levels_completed++;
|
||||
}
|
||||
} else if (strcmp(target, "generate") == 0) {
|
||||
/* Procedurally generated next level */
|
||||
printf("Transitioning to generated level\n");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
load_generated_level();
|
||||
} else if (strcmp(target, "generate:station") == 0) {
|
||||
/* Procedurally generated space station level */
|
||||
printf("Transitioning to space station level\n");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
load_station_level();
|
||||
} else if (strcmp(target, "generate:mars_base") == 0) {
|
||||
/* Procedurally generated Mars Base level */
|
||||
printf("Transitioning to Mars Base level\n");
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
load_mars_base_level();
|
||||
|
||||
TransitionStyle out_style = s_level.map.transition_out;
|
||||
|
||||
if (out_style == TRANS_ELEVATOR || out_style == TRANS_TELEPORTER) {
|
||||
/* Animated transition: stash target, start outro. */
|
||||
snprintf(s_pending_target, sizeof(s_pending_target), "%s", target);
|
||||
transition_start_out(&s_transition, out_style);
|
||||
s_mode = MODE_TRANSITION;
|
||||
} else {
|
||||
/* Load a specific level file */
|
||||
printf("Transitioning to: %s\n", target);
|
||||
char path[ASSET_PATH_MAX];
|
||||
snprintf(path, sizeof(path), "%s", target);
|
||||
level_free(&s_level);
|
||||
if (!load_level_file(path)) {
|
||||
fprintf(stderr, "Failed to load next level: %s\n", path);
|
||||
/* Fallback to moon01 */
|
||||
if (!load_level_file("assets/levels/moon01.lvl")) {
|
||||
g_engine.running = false;
|
||||
}
|
||||
}
|
||||
/* Instant transition (none or spacecraft-driven). */
|
||||
dispatch_level_load(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -543,16 +626,23 @@ static void game_render(float interpolation) {
|
||||
/* Render frozen game frame, then overlay the pause menu. */
|
||||
level_render(&s_level, interpolation);
|
||||
pause_render();
|
||||
} else if (s_mode == MODE_TRANSITION) {
|
||||
/* Render the level (frozen) with the transition overlay on top. */
|
||||
level_render(&s_level, interpolation);
|
||||
transition_render(&s_transition);
|
||||
} else {
|
||||
level_render(&s_level, interpolation);
|
||||
}
|
||||
}
|
||||
|
||||
static void game_shutdown(void) {
|
||||
end_session("quit");
|
||||
|
||||
/* 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_mode == MODE_PAUSED || s_testing_from_editor) {
|
||||
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED
|
||||
|| s_mode == MODE_TRANSITION || s_testing_from_editor) {
|
||||
level_free(&s_level);
|
||||
}
|
||||
if (s_mode == MODE_EDITOR || s_use_editor) {
|
||||
|
||||
@@ -107,7 +107,8 @@
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="canvas-container">
|
||||
<div id="canvas-container"
|
||||
data-analytics-url="https://horchposten.schick-web.site">
|
||||
<canvas class="emscripten" id="canvas" tabindex="1"
|
||||
width="640" height="360"></canvas>
|
||||
</div>
|
||||
@@ -282,6 +283,37 @@
|
||||
document.title = 'Jump \'n Run - Level Editor';
|
||||
}
|
||||
}
|
||||
|
||||
/* ── Analytics: end session on tab close ────────────── */
|
||||
/* Fallback for when the WASM shutdown path didn't get a chance to
|
||||
* run (e.g. user closes tab mid-game). Uses fetch with keepalive
|
||||
* so the browser can send the request after the page is gone, and
|
||||
* includes the X-API-Key header that sendBeacon can't carry. */
|
||||
window.addEventListener('beforeunload', function() {
|
||||
if (typeof Module !== 'undefined' && Module._analyticsSessionId &&
|
||||
Module._analyticsUrl) {
|
||||
var sid = Module._analyticsSessionId;
|
||||
Module._analyticsSessionId = null;
|
||||
/* Use stashed stats from the last C-side update if available,
|
||||
* otherwise send minimal data so the session isn't left open. */
|
||||
var body = Module._analyticsLastStats || JSON.stringify({
|
||||
score: 0,
|
||||
level_reached: 1,
|
||||
lives_used: 0,
|
||||
duration_seconds: 0,
|
||||
end_reason: 'quit'
|
||||
});
|
||||
fetch(Module._analyticsUrl + '/api/analytics/session/' + sid + '/end/', {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
'X-API-Key': Module._analyticsKey
|
||||
},
|
||||
body: body,
|
||||
keepalive: true
|
||||
});
|
||||
}
|
||||
});
|
||||
</script>
|
||||
{{{ SCRIPT }}}
|
||||
</body>
|
||||
|
||||
Reference in New Issue
Block a user