1 Commits

Author SHA1 Message Date
b918ca451f Add insecure registry config and --tls-verify=false to buildah bud
The previous --tls-verify=false on login/push wasn't sufficient.
Register git.kimchi as an insecure registry and also skip TLS
verification during the image build step.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 11:23:47 +00:00
8 changed files with 64 additions and 261 deletions

View File

@@ -21,30 +21,28 @@ jobs:
- name: Build and push container image
run: |
set -ex
mkdir -p /etc/containers
printf '[registries.insecure]\nregistries = ["git.kimchi"]\n' > /etc/containers/registries.conf
IMAGE_TAG="${{ env.IMAGE }}:sha-${GITHUB_SHA::8}"
IMAGE_LATEST="${{ env.IMAGE }}:latest"
buildah bud --tls-verify=false -f Containerfile -t "$IMAGE_TAG" -t "$IMAGE_LATEST" .
CREDS="${{ secrets.REGISTRY_USER }}:${{ secrets.REGISTRY_PASSWORD }}"
echo "=== buildah push tag ==="
buildah push --tls-verify=false --creds "$CREDS" "$IMAGE_TAG"
echo "=== buildah push latest ==="
buildah push --tls-verify=false --creds "$CREDS" "$IMAGE_LATEST"
buildah login --tls-verify=false "${{ env.REGISTRY }}" -u "${{ secrets.REGISTRY_USER }}" -p "${{ secrets.REGISTRY_PASSWORD }}"
buildah push --tls-verify=false "$IMAGE_TAG"
buildah push --tls-verify=false "$IMAGE_LATEST"
echo "IMAGE_TAG=$IMAGE_TAG" >> "$GITHUB_ENV"
- name: Restart deployment on k3s
- name: Deploy to k3s
run: |
mkdir -p ~/.kube
echo "${{ secrets.KUBECONFIG }}" | base64 -d > ~/.kube/config
echo "${{ secrets.KUBECONFIG }}" > ~/.kube/config
chmod 600 ~/.kube/config
kubectl delete pod -l app=${{ env.DEPLOYMENT }} -n ${{ env.NAMESPACE }}
POD_NAME=$(kubectl get pods -l app=jnr-web -n jnr-web -o jsonpath='{.items[0].metadata.name}')
echo "Deleting running pod" "$POD_NAME"
kubectl set image deployment/${{ env.DEPLOYMENT }} \
${{ env.DEPLOYMENT }}="${{ env.IMAGE_TAG }}" \
-n ${{ env.NAMESPACE }}
kubectl rollout status deployment/${{ env.DEPLOYMENT }} \
-n ${{ env.NAMESPACE }} --timeout=60s

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@@ -256,23 +256,6 @@ incremental progress.
- Draw layers: BG → entities → FG → particles → HUD
- Camera transforms world coords to screen coords
## Remote Git Server
The remote git server is a Gitea instance. Use the **`tea` CLI** (not `gh`) for all remote
operations: pull requests, issues, releases, and repository management.
```bash
tea pr create --title "..." --description "..." # Create a pull request
tea pr list # List open PRs
tea issue list # List issues
tea issue create --title "..." --description "..."
tea pr merge <number> # Merge a PR
```
Do NOT use `gh` (GitHub CLI) — it will not work with this remote.
After creating a pull request, always check out the `main` branch (`git checkout main`).
## Commit Messages
- Imperative mood, concise
- No co-authored-by or AI attribution

View File

@@ -530,124 +530,6 @@ void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
particle_emit(&dust);
}
void particle_emit_hit_sparks(Vec2 pos) {
/* Bright orange-white sparks — fast, short-lived, spray outward */
ParticleBurst sparks = {
.origin = pos,
.count = 8,
.speed_min = 60.0f,
.speed_max = 180.0f,
.life_min = 0.08f,
.life_max = 0.2f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 3.0f,
.gravity_scale = 0.4f,
.color = {255, 200, 100, 255}, /* orange-white */
.color_vary = true,
};
particle_emit(&sparks);
/* Brief white flash at impact point */
ParticleBurst flash = {
.origin = pos,
.count = 3,
.speed_min = 5.0f,
.speed_max = 15.0f,
.life_min = 0.03f,
.life_max = 0.06f,
.size_min = 2.0f,
.size_max = 3.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {255, 255, 230, 255}, /* bright white */
.color_vary = false,
};
particle_emit(&flash);
}
void particle_emit_metal_explosion(Vec2 pos) {
/* Metal shrapnel — fast grey/silver chunks flying outward */
ParticleBurst shrapnel = {
.origin = pos,
.count = 16,
.speed_min = 60.0f,
.speed_max = 200.0f,
.life_min = 0.2f,
.life_max = 0.6f,
.size_min = 1.5f,
.size_max = 3.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.0f,
.gravity_scale = 0.5f,
.color = {180, 180, 190, 255}, /* silver-grey */
.color_vary = true,
};
particle_emit(&shrapnel);
/* Hot orange sparks — electrical/mechanical innards */
ParticleBurst sparks = {
.origin = pos,
.count = 10,
.speed_min = 40.0f,
.speed_max = 150.0f,
.life_min = 0.15f,
.life_max = 0.35f,
.size_min = 1.0f,
.size_max = 2.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.5f,
.gravity_scale = 0.3f,
.color = {255, 160, 40, 255}, /* hot orange */
.color_vary = true,
};
particle_emit(&sparks);
/* Bright white flash at center — brief pop */
ParticleBurst flash = {
.origin = pos,
.count = 5,
.speed_min = 5.0f,
.speed_max = 20.0f,
.life_min = 0.04f,
.life_max = 0.08f,
.size_min = 3.0f,
.size_max = 5.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {255, 240, 200, 255}, /* bright flash */
.color_vary = false,
};
particle_emit(&flash);
/* Smoke cloud — slower, lingers */
ParticleBurst smoke = {
.origin = pos,
.count = 8,
.speed_min = 15.0f,
.speed_max = 50.0f,
.life_min = 0.3f,
.life_max = 0.7f,
.size_min = 2.5f,
.size_max = 4.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 3.5f,
.gravity_scale = -0.1f, /* floats up */
.color = {120, 120, 130, 180}, /* dark smoke */
.color_vary = true,
};
particle_emit(&smoke);
}
/* Spawn a single dust mote with the given visual properties. */
static void spawn_dust_mote(Vec2 pos, Vec2 vel,
float life_min, float life_max,

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@@ -89,12 +89,6 @@ void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
/* Wall slide dust (small puffs while scraping against a wall) */
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
/* Metal hit sparks (turret/machine takes non-lethal damage) */
void particle_emit_hit_sparks(Vec2 pos);
/* Metal explosion (turret/machine death — shrapnel + flash) */
void particle_emit_metal_explosion(Vec2 pos);
/* Ambient atmosphere dust (call each frame for Mars Surface levels).
* Spawns subtle dust motes around the camera viewport that drift with wind.
* cam_pos = camera top-left world position, vp = viewport size in pixels. */

View File

@@ -5,46 +5,9 @@
#include "engine/renderer.h"
#include "engine/particle.h"
#include "engine/audio.h"
#include "config.h"
#include <stdlib.h>
#include <math.h>
/* ── Shared helpers ───────────────────────────────── */
/* Kill enemy if it fell past the bottom of the level. */
static bool enemy_check_level_bottom(Entity *self, const Tilemap *map,
EntityManager *em) {
float level_bottom = (float)(map->height * TILE_SIZE);
if (self->body.pos.y > level_bottom) {
self->flags |= ENTITY_DEAD;
self->health = 0;
entity_destroy(em, self);
return true;
}
return false;
}
/* Check for cliff ahead of a ground enemy. Returns true if cliff detected.
* Uses a wider lookahead that scales with speed for fast-moving enemies. */
static bool enemy_detect_cliff(const Body *body, float patrol_dir,
float speed, const Tilemap *map) {
if (!body->on_ground) return false;
/* Scale lookahead with speed: at least 4px, up to speed/10 */
float lookahead = speed * 0.1f;
if (lookahead < 4.0f) lookahead = 4.0f;
float check_x = (patrol_dir > 0) ?
body->pos.x + body->size.x + lookahead :
body->pos.x - lookahead;
float check_y = body->pos.y + body->size.y + 4.0f;
int tx = world_to_tile(check_x);
int ty = world_to_tile(check_y);
return !tilemap_is_solid(map, tx, ty);
}
/* ════════════════════════════════════════════════════
* GRUNT - ground patrol enemy
* ════════════════════════════════════════════════════ */
@@ -57,9 +20,6 @@ static void grunt_update(Entity *self, float dt, const Tilemap *map) {
Body *body = &self->body;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_grunt_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_grunt_death);
@@ -88,10 +48,19 @@ static void grunt_update(Entity *self, float dt, const Tilemap *map) {
gd->patrol_dir = -gd->patrol_dir;
}
/* Turn around at ledge */
if (enemy_detect_cliff(body, gd->patrol_dir, GRUNT_SPEED, map)) {
gd->patrol_dir = -gd->patrol_dir;
body->vel.x = 0;
/* Turn around at ledge: check if there's ground ahead */
if (body->on_ground) {
float check_x = (gd->patrol_dir > 0) ?
body->pos.x + body->size.x + 2.0f :
body->pos.x - 2.0f;
float check_y = body->pos.y + body->size.y + 4.0f;
int tx = world_to_tile(check_x);
int ty = world_to_tile(check_y);
if (!tilemap_is_solid(map, tx, ty)) {
gd->patrol_dir = -gd->patrol_dir;
}
}
/* Animation */
@@ -177,14 +146,12 @@ static Entity *find_player(EntityManager *em) {
}
static void flyer_update(Entity *self, float dt, const Tilemap *map) {
(void)map; /* flyers don't collide with tiles */
FlyerData *fd = (FlyerData *)self->data;
if (!fd) return;
Body *body = &self->body;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_flyer_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_flyer_death);
@@ -322,9 +289,6 @@ static void charger_update(Entity *self, float dt, const Tilemap *map) {
Body *body = &self->body;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_charger_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_charger_death);
@@ -355,10 +319,14 @@ static void charger_update(Entity *self, float dt, const Tilemap *map) {
}
/* Reverse at ledge */
if (enemy_detect_cliff(body, cd->patrol_dir,
CHARGER_PATROL_SPEED, map)) {
cd->patrol_dir = -cd->patrol_dir;
body->vel.x = 0;
if (body->on_ground) {
float cx = (cd->patrol_dir > 0) ?
body->pos.x + body->size.x + 2.0f :
body->pos.x - 2.0f;
float cy = body->pos.y + body->size.y + 4.0f;
if (!tilemap_is_solid(map, world_to_tile(cx), world_to_tile(cy))) {
cd->patrol_dir = -cd->patrol_dir;
}
}
/* Detect player — horizontal line-of-sight */
@@ -542,12 +510,10 @@ static int count_alive_grunts(EntityManager *em) {
}
static void spawner_update(Entity *self, float dt, const Tilemap *map) {
(void)map;
SpawnerData *sd = (SpawnerData *)self->data;
if (!sd) return;
/* Kill if fallen off bottom of level */
if (enemy_check_level_bottom(self, map, s_spawner_em)) return;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_spawner_death);

View File

@@ -177,45 +177,36 @@ static Camera *s_active_camera = NULL;
static void damage_entity(Entity *target, int damage) {
target->health -= damage;
Vec2 center = vec2(
target->body.pos.x + target->body.size.x * 0.5f,
target->body.pos.y + target->body.size.y * 0.5f
);
if (target->health <= 0) {
target->flags |= ENTITY_DEAD;
/* Death particles — turrets get a metal explosion, others a puff */
if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
particle_emit_metal_explosion(center);
/* Death particles — centered on entity */
Vec2 center = vec2(
target->body.pos.x + target->body.size.x * 0.5f,
target->body.pos.y + target->body.size.y * 0.5f
);
SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255}; /* red debris */
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255}; /* purple puff */
} else if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
death_color = (SDL_Color){160, 160, 160, 255}; /* metal scraps */
} else if (target->type == ENT_ENEMY_CHARGER) {
death_color = (SDL_Color){220, 140, 40, 255}; /* orange spark */
} else if (target->type == ENT_SPAWNER) {
death_color = (SDL_Color){180, 60, 180, 255}; /* purple burst */
} else {
SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255};
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255};
} else if (target->type == ENT_ENEMY_CHARGER) {
death_color = (SDL_Color){220, 140, 40, 255};
} else if (target->type == ENT_SPAWNER) {
death_color = (SDL_Color){180, 60, 180, 255};
} else {
death_color = (SDL_Color){200, 200, 200, 255};
}
particle_emit_death_puff(center, death_color);
death_color = (SDL_Color){200, 200, 200, 255}; /* grey */
}
particle_emit_death_puff(center, death_color);
/* Screen shake on kill — stronger for turret explosions */
/* Screen shake on kill */
if (s_active_camera) {
float intensity = (target->type == ENT_TURRET ||
target->type == ENT_LASER_TURRET) ? 3.5f : 2.0f;
camera_shake(s_active_camera, intensity, 0.15f);
camera_shake(s_active_camera, 2.0f, 0.15f);
}
audio_play_sound_at(s_sfx_enemy_death, 80, center, 0);
} else if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
/* Hit marker sparks on non-lethal turret damage */
particle_emit_hit_sparks(center);
}
}
@@ -237,14 +228,11 @@ static void damage_player(Entity *player, int damage, Entity *source) {
ppd->inv_timer = PLAYER_INV_TIME;
player->flags |= ENTITY_INVINCIBLE;
/* Knockback away from source, scaled by source speed */
/* Knockback away from source */
if (source) {
float knock_dir = (player->body.pos.x < source->body.pos.x) ?
-1.0f : 1.0f;
float src_speed = fabsf(source->body.vel.x);
float knock_str = 150.0f;
if (src_speed > knock_str) knock_str = src_speed;
player->body.vel.x = knock_dir * knock_str;
player->body.vel.x = knock_dir * 150.0f;
player->body.vel.y = -150.0f;
}
}
@@ -306,7 +294,8 @@ static void handle_collisions(EntityManager *em) {
}
/* ── Enemy contact damage to player ──── */
if (player && entity_is_enemy(a) && !(a->flags & ENTITY_DEAD)) {
if (player && !(player->flags & ENTITY_INVINCIBLE) &&
entity_is_enemy(a) && !(a->flags & ENTITY_DEAD)) {
if (physics_overlap(&a->body, &player->body)) {
/* Check if player is stomping (falling onto enemy from above) */
bool stomping = (player->body.vel.y > 0) &&
@@ -318,16 +307,8 @@ static void handle_collisions(EntityManager *em) {
damage_entity(a, 2);
if (a->flags & ENTITY_DEAD) stats_record_kill();
player->body.vel.y = -PLAYER_JUMP_FORCE * 0.7f;
} else if (!(player->flags & ENTITY_INVINCIBLE)) {
/* Charger deals extra damage and knockback while charging */
int dmg = a->damage;
if (a->type == ENT_ENEMY_CHARGER) {
ChargerData *cd = (ChargerData *)a->data;
if (cd && cd->state == CHARGER_CHARGE) {
dmg = 2;
}
}
damage_player(player, dmg, a);
} else {
damage_player(player, a->damage, a);
}
}
}

View File

@@ -308,8 +308,8 @@ void player_update(Entity *self, float dt, const Tilemap *map) {
pd->dash_timer = PLAYER_DASH_DURATION;
pd->dash_dir = vec2(0.0f, 1.0f);
/* Invincibility during dash + short grace period after */
pd->inv_timer = PLAYER_DASH_DURATION + PLAYER_DASH_INV_GRACE;
/* Brief invincibility during dash */
pd->inv_timer = PLAYER_DASH_DURATION;
self->flags |= ENTITY_INVINCIBLE;
/* Jetpack burst downward */

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@@ -39,7 +39,6 @@
/* Invincibility after taking damage */
#define PLAYER_INV_TIME 1.5f /* seconds of invincibility */
#define PLAYER_DASH_INV_GRACE 0.15f /* extra invincibility after dash */
/* Aim direction (for shooting) */
typedef enum AimDir {