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fix/tls-ve
| Author | SHA1 | Date | |
|---|---|---|---|
| b918ca451f |
@@ -21,30 +21,28 @@ jobs:
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- name: Build and push container image
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run: |
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set -ex
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mkdir -p /etc/containers
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printf '[registries.insecure]\nregistries = ["git.kimchi"]\n' > /etc/containers/registries.conf
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IMAGE_TAG="${{ env.IMAGE }}:sha-${GITHUB_SHA::8}"
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IMAGE_LATEST="${{ env.IMAGE }}:latest"
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buildah bud --tls-verify=false -f Containerfile -t "$IMAGE_TAG" -t "$IMAGE_LATEST" .
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CREDS="${{ secrets.REGISTRY_USER }}:${{ secrets.REGISTRY_PASSWORD }}"
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echo "=== buildah push tag ==="
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buildah push --tls-verify=false --creds "$CREDS" "$IMAGE_TAG"
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echo "=== buildah push latest ==="
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buildah push --tls-verify=false --creds "$CREDS" "$IMAGE_LATEST"
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buildah login --tls-verify=false "${{ env.REGISTRY }}" -u "${{ secrets.REGISTRY_USER }}" -p "${{ secrets.REGISTRY_PASSWORD }}"
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buildah push --tls-verify=false "$IMAGE_TAG"
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buildah push --tls-verify=false "$IMAGE_LATEST"
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echo "IMAGE_TAG=$IMAGE_TAG" >> "$GITHUB_ENV"
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- name: Restart deployment on 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 "${{ secrets.KUBECONFIG }}" | base64 -d > ~/.kube/config
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echo "${{ secrets.KUBECONFIG }}" > ~/.kube/config
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chmod 600 ~/.kube/config
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kubectl delete pod -l app=${{ env.DEPLOYMENT }} -n ${{ env.NAMESPACE }}
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POD_NAME=$(kubectl get pods -l app=jnr-web -n jnr-web -o jsonpath='{.items[0].metadata.name}')
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echo "Deleting running pod" "$POD_NAME"
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kubectl set image deployment/${{ 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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17
AGENTS.md
17
AGENTS.md
@@ -256,23 +256,6 @@ incremental progress.
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- Draw layers: BG → entities → FG → particles → HUD
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- Camera transforms world coords to screen coords
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## Remote Git Server
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The remote git server is a Gitea instance. Use the **`tea` CLI** (not `gh`) for all remote
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operations: pull requests, issues, releases, and repository management.
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```bash
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tea pr create --title "..." --description "..." # Create a pull request
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tea pr list # List open PRs
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tea issue list # List issues
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tea issue create --title "..." --description "..."
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tea pr merge <number> # Merge a PR
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```
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Do NOT use `gh` (GitHub CLI) — it will not work with this remote.
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After creating a pull request, always check out the `main` branch (`git checkout main`).
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## Commit Messages
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- Imperative mood, concise
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- No co-authored-by or AI attribution
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@@ -1,51 +1,42 @@
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# Level created with in-game editor
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# Mars Surface - Red Dusty Plains
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# ================================
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# First Mars level: low gravity, wide-open terrain with wind.
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# Spacecraft landing intro from moon. Charger enemies patrol
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# the dusty landscape. Gun pickup midway through.
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TILESET assets/tiles/mars_tileset.png
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SIZE 250 23
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SPAWN 3 19
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SPAWN 3 18
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GRAVITY 370
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WIND 25
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BG_COLOR 30 12 8
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MUSIC assets/sounds/kaffe_og_kage.ogg
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PARALLAX_STYLE 5
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MUSIC assets/sounds/kaffe_og_kage.ogg
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ENTITY spacecraft 1 15
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ENTITY spacecraft 1 14
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# Charger patrols across flat sections
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ENTITY charger 40 18
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ENTITY charger 75 18
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ENTITY charger 120 11
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ENTITY charger 165 17
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ENTITY charger 120 14
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ENTITY charger 165 18
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ENTITY charger 200 18
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# Grunts near structures
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ENTITY grunt 55 18
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ENTITY grunt 140 18
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# Health and gun pickups
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ENTITY powerup_hp 90 15
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ENTITY powerup_gun 130 11
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ENTITY grunt 132 18
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ENTITY grunt 116 18
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ENTITY grunt 28 19
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ENTITY powerup_jet 177 19
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ENTITY grunt 174 21
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ENTITY grunt 169 21
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ENTITY grunt 164 21
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ENTITY grunt 159 21
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ENTITY grunt 202 18
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ENTITY grunt 213 13
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ENTITY grunt 20 19
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ENTITY powerup_fuel 24 8
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ENTITY powerup_fuel 90 11
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ENTITY charger 127 18
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ENTITY charger 175 21
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ENTITY asteroid 54 5
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ENTITY asteroid 53 5
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ENTITY asteroid 48 5
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ENTITY powerup_gun 130 12
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EXIT 246 17 2 3 assets/levels/mars02.lvl
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# Tile definitions (Mars tileset)
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TILEDEF 1 0 0 1
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TILEDEF 2 1 0 1
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TILEDEF 3 2 0 1
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TILEDEF 4 0 1 2
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TILEDEF 5 1 1 0
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TILEDEF 6 2 1 0
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LAYER collision
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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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@@ -57,18 +48,15 @@ LAYER collision
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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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|
||||
3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 1 3 0 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 0 0 0 0 0 0 3 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 3 3 1 3 1 3 3 3 1 3 3 3 1 3 3 1 3 3 1 3 3 1 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 4 1 3 1 3 3 1 3 1
|
||||
2 2 2 3 1 3 3 2 1 1 2 2 3 1 1 1 1 1 2 3 2 1 1 1 1 1 1 1 2 3 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
2 1 3 3 2 2 3 2 2 1 3 2 2 2 1 1 1 3 1 2 2 2 2 1 3 3 3 3 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
|
||||
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|
||||
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|
||||
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|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
1 2 1 1 1 2 1 1 1 1 2 1 1 1 1 1 1 1 1 2 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 1 1 1 1 2 1 1 1 1 1 1 1 2 1 1 1 2 1 1 1 1 0 0 0 0 0 1 2 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 2 1 1 2 1 1 2 1 1 1 1 1 0 0 0 0 0 1 2 1 1 1 1 1 2 1 1 1 1 2 1 1 2 1 1 1 1 1 1 1 1 2 1 1 1 1 1 2 1 1 1 1 1 1 2 1 1 1 2 1 1 1 2 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 2 1 1 2 1 1 1 1 1 1 1 2 1 1 1 1 2 1 1 1 1 1 1 1 1 1
|
||||
1 3 1 1 3 1 1 3 1 3 1 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 3 1 1 3 1 1 3 1 0 0 0 0 1 3 1 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 3 1 3 1 0 0 0 0 0 1 3 1 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 1 1 3 1 1 3 1 3 1 1 3 1 0 0 0 0 0 0 1 1 3 1 1 3 1 1 3 1 1 1 1 3 1 1 3 1 3 1 1 3 1 1 1 3 1 3 1 1 1 3 1 1 1 3 1 1 3 1 1 3 1 1 3 0 0 0 0 0 1 3 1 1 3 1 3 1 1 1 3 1 1 3 1 1 1 3 1 1 3 1 3 1 1 1 3 1 1 3 1 1 3 1 3 1 1 1 3 1 3 1 1 3 1 1 3 1 3 1 1 3 1 1 3 1 1 1 3 1 1 3 1 1 3 1 3 1 1 1 3 1 3 1 1 1 3 1 3 1 1 1 3 1 1 3 1 1 3 1 3 1 1 3 1 3
|
||||
3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 3 1 3 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 1 3 1 3 0 0 0 0 0 3 1 3 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 0 0 0 0 0 0 3 3 1 3 3 1 3 3 1 3 3 3 3 1 3 3 1 3 1 3 3 1 3 3 3 1 3 1 3 3 3 1 3 3 3 1 3 3 1 3 3 1 3 3 1 0 0 0 0 0 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 3 3 1 3 3 1 3 1 3 3 3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 1 3 3 1 3 3 1 3 1 3 3 1 3 3 1 3 3 3 1 3 3 1 3 3 1 3 1 3 3 3 1 3 1 3 3 3 1 3 1 3 3 3 1 3 3 1 3 3 1 3 1 3 3 1 3 1
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
# Level created with in-game editor
|
||||
# Moon Surface - Crater Fields
|
||||
# ============================
|
||||
# Second moon level: tighter platforming over deep craters.
|
||||
# Spacecraft landing intro. Unarmed — pure jump-and-run with asteroids.
|
||||
|
||||
TILESET assets/tiles/moon_tileset.png
|
||||
SIZE 200 23
|
||||
SPAWN 3 18
|
||||
GRAVITY 300
|
||||
BG_COLOR 5 5 15
|
||||
MUSIC assets/sounds/algardalgar.ogg
|
||||
PARALLAX_STYLE 4
|
||||
MUSIC assets/sounds/algardalgar.ogg
|
||||
PLAYER_UNARMED
|
||||
|
||||
ENTITY spacecraft 1 14
|
||||
@@ -17,22 +20,10 @@ ENTITY asteroid 105 3
|
||||
ENTITY asteroid 130 0
|
||||
ENTITY asteroid 155 2
|
||||
ENTITY asteroid 180 1
|
||||
ENTITY powerup_fuel 43 16
|
||||
ENTITY powerup_fuel 46 11
|
||||
ENTITY powerup_fuel 75 15
|
||||
ENTITY powerup_fuel 94 12
|
||||
ENTITY powerup_fuel 106 16
|
||||
ENTITY powerup_fuel 130 12
|
||||
ENTITY powerup_fuel 166 12
|
||||
ENTITY asteroid 167 0
|
||||
ENTITY asteroid 117 0
|
||||
ENTITY asteroid 96 0
|
||||
ENTITY asteroid 66 0
|
||||
ENTITY asteroid 44 0
|
||||
ENTITY asteroid 40 0
|
||||
|
||||
EXIT 196 17 2 3 assets/levels/moon03.lvl
|
||||
|
||||
# Tile definitions
|
||||
TILEDEF 1 0 0 1
|
||||
TILEDEF 2 1 0 1
|
||||
TILEDEF 3 2 0 1
|
||||
@@ -62,4 +53,3 @@ LAYER collision
|
||||
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1
|
||||
1 2 2 2 1 1 1 2 1 2 2 1 2 2 1 0 0 0 0 0 1 2 1 1 2 1 1 1 2 0 0 0 0 0 0 0 1 1 2 2 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 2 1 1 1 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 1 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 2 2 1 2 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 2 2 1 2 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 2 1 1 2 2 2 1 1 1 2 0 0 0 0 0 0 1 1 1 1 1 2 1 1 1 2 1 2 1
|
||||
1 1 1 3 1 3 1 1 3 1 1 3 1 1 1 0 0 0 0 0 1 3 1 3 1 1 1 1 3 0 0 0 0 0 0 0 1 1 3 1 3 1 1 3 1 1 3 1 1 0 0 0 0 0 0 0 0 0 0 3 1 1 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 3 1 1 3 3 3 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 3 1 3 3 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 3 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 1 1 1 3 3 1 1 3 3 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 3 1 1 1 1 1 0 0 0 0 0 0 3 1 3 1 3 1 1 3 1 1 1 1 1
|
||||
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
# Level created with in-game editor
|
||||
# Moon Surface - Dark Side
|
||||
# ========================
|
||||
# Third moon level: the hardest moon terrain with massive chasms.
|
||||
# Spacecraft landing intro. Unarmed until gun powerup near exit.
|
||||
|
||||
TILESET assets/tiles/moon_tileset.png
|
||||
SIZE 150 23
|
||||
SPAWN 3 18
|
||||
GRAVITY 300
|
||||
BG_COLOR 5 5 15
|
||||
MUSIC assets/sounds/algardalgar.ogg
|
||||
PARALLAX_STYLE 4
|
||||
MUSIC assets/sounds/algardalgar.ogg
|
||||
PLAYER_UNARMED
|
||||
|
||||
ENTITY spacecraft 1 14
|
||||
@@ -15,16 +18,13 @@ ENTITY asteroid 50 2
|
||||
ENTITY asteroid 75 1
|
||||
ENTITY asteroid 100 3
|
||||
ENTITY asteroid 125 0
|
||||
|
||||
# Gun powerup near the exit — the player finally gets armed
|
||||
ENTITY powerup_gun 130 18
|
||||
ENTITY asteroid 25 1
|
||||
ENTITY asteroid 60 0
|
||||
ENTITY asteroid 86 0
|
||||
ENTITY asteroid 98 0
|
||||
ENTITY asteroid 110 0
|
||||
ENTITY asteroid 120 1
|
||||
|
||||
EXIT 146 17 2 3 assets/levels/mars01.lvl
|
||||
|
||||
# Tile definitions
|
||||
TILEDEF 1 0 0 1
|
||||
TILEDEF 2 1 0 1
|
||||
TILEDEF 3 2 0 1
|
||||
@@ -40,18 +40,17 @@ LAYER collision
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
|
||||
1 2 1 1 1 2 2 1 2 1 1 1 0 0 0 0 0 0 1 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 2 2 2 1 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 1 1 0 0 0 0 0 0 0 0 2 1 1 1 2 2 1 1 1 2 2 1 1 2 1 1 2 1 1 2 1
|
||||
1 1 1 3 3 1 3 1 1 3 1 3 0 0 0 0 0 0 1 3 1 1 1 1 1 1 3 0 0 0 0 0 0 0 3 3 3 1 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 3 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 0 0 0 0 0 0 0 0 1 3 1 1 1 1 1 3 1 1 1 3 1 1 3 1 1 1 1 3 1
|
||||
|
||||
1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
|
||||
1 2 1 1 1 2 2 1 2 1 1 1 0 0 0 0 0 0 1 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 2 2 2 1 1 2 1 2 2 0 0 0 0 0 0 0 0 0 0 1 1 1 2 1 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 1 2 1 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 2 1 1 1 1 0 0 0 0 0 0 2 1 1 1 2 2 1 1 1 2 2 1 1 2 1 1 2 1 1 2 1
|
||||
1 1 1 3 3 1 3 1 1 3 1 3 0 0 0 0 0 0 1 3 1 1 1 1 1 1 3 0 0 0 0 0 0 0 3 3 3 1 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 1 3 3 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 3 3 1 3 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 3 3 1 0 0 0 0 0 0 1 3 1 1 1 1 1 3 1 1 1 3 1 1 3 1 1 1 1 3 1
|
||||
|
||||
@@ -49,7 +49,4 @@ typedef enum TransitionStyle {
|
||||
#define MAX_ASSETS 128
|
||||
#define ASSET_PATH_MAX 256
|
||||
|
||||
/* ── Debug log ──────────────────────────────────────── */
|
||||
#define DEBUGLOG_BUFFER_SIZE (4 * 1024 * 1024) /* 4 MB ring buffer */
|
||||
|
||||
#endif /* JNR_CONFIG_H */
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
#include "engine/renderer.h"
|
||||
#include "engine/audio.h"
|
||||
#include "engine/assets.h"
|
||||
#include "engine/debuglog.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@@ -119,7 +118,6 @@ static void engine_frame(void) {
|
||||
if (s_callbacks.update) {
|
||||
s_callbacks.update(DT);
|
||||
}
|
||||
debuglog_record_tick();
|
||||
input_consume();
|
||||
g_engine.tick++;
|
||||
s_accumulator -= DT;
|
||||
|
||||
@@ -1,474 +0,0 @@
|
||||
#include "engine/debuglog.h"
|
||||
#include "engine/core.h"
|
||||
#include "engine/input.h"
|
||||
#include "engine/physics.h"
|
||||
#include "engine/entity.h"
|
||||
#include "game/level.h"
|
||||
#include "game/player.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* File-scope state
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* Ring buffer header stored at the start of the memory block. */
|
||||
typedef struct RingHeader {
|
||||
uint32_t magic; /* 0x44424C47 = "DBLG" */
|
||||
uint32_t version;
|
||||
uint32_t write_cursor; /* byte offset into data region */
|
||||
uint32_t total_written; /* total snapshots written (wraps) */
|
||||
uint32_t data_size; /* usable data bytes after header */
|
||||
} RingHeader;
|
||||
|
||||
#define RING_MAGIC 0x44424C47
|
||||
#define RING_VERSION 1
|
||||
|
||||
/* Flush the buffer to disk every this many ticks (10 s at 60 Hz). */
|
||||
#define FLUSH_INTERVAL 600
|
||||
|
||||
static bool s_enabled;
|
||||
static uint8_t *s_buffer; /* full allocation: header + data */
|
||||
static RingHeader *s_header;
|
||||
static uint8_t *s_data; /* start of ring data region */
|
||||
static Level *s_level;
|
||||
static char s_level_name[32]; /* human-readable level label */
|
||||
static int s_flush_counter;
|
||||
|
||||
/* Path used for periodic safety-net flushes. */
|
||||
static const char *s_flush_path = "debug_log_autosave.bin";
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Internal helpers
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* Write raw bytes into the ring, wrapping at the boundary. */
|
||||
static void ring_write(const void *src, uint32_t len) {
|
||||
uint32_t cursor = s_header->write_cursor;
|
||||
uint32_t cap = s_header->data_size;
|
||||
const uint8_t *p = (const uint8_t *)src;
|
||||
|
||||
uint32_t first = cap - cursor;
|
||||
if (first >= len) {
|
||||
memcpy(s_data + cursor, p, len);
|
||||
} else {
|
||||
memcpy(s_data + cursor, p, first);
|
||||
memcpy(s_data, p + first, len - first);
|
||||
}
|
||||
s_header->write_cursor = (cursor + len) % cap;
|
||||
}
|
||||
|
||||
/* Read raw bytes from an arbitrary ring offset, wrapping. */
|
||||
static void ring_read(uint32_t offset, void *dst, uint32_t len) {
|
||||
uint32_t cap = s_header->data_size;
|
||||
offset = offset % cap;
|
||||
uint8_t *out = (uint8_t *)dst;
|
||||
|
||||
uint32_t first = cap - offset;
|
||||
if (first >= len) {
|
||||
memcpy(out, s_data + offset, len);
|
||||
} else {
|
||||
memcpy(out, s_data + offset, first);
|
||||
memcpy(out + first, s_data, len - first);
|
||||
}
|
||||
}
|
||||
|
||||
/* Flush the entire buffer (header + data) to a binary file. */
|
||||
static void flush_to_file(const char *path) {
|
||||
FILE *f = fopen(path, "wb");
|
||||
if (!f) {
|
||||
fprintf(stderr, "Warning: debuglog flush failed — cannot open %s\n", path);
|
||||
return;
|
||||
}
|
||||
uint32_t total = (uint32_t)sizeof(RingHeader) + s_header->data_size;
|
||||
size_t written = fwrite(s_buffer, 1, total, f);
|
||||
fclose(f);
|
||||
if (written != total) {
|
||||
fprintf(stderr, "Warning: debuglog flush incomplete (%zu / %u bytes)\n",
|
||||
written, total);
|
||||
}
|
||||
}
|
||||
|
||||
/* Find the player entity in the current level, or NULL. */
|
||||
static Entity *find_player(void) {
|
||||
if (!s_level) return NULL;
|
||||
EntityManager *em = &s_level->entities;
|
||||
for (int i = 0; i < MAX_ENTITIES; i++) {
|
||||
Entity *e = &em->entities[i];
|
||||
if (e->active && e->type == ENT_PLAYER) return e;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Pack player-specific flags into a single byte.
|
||||
* Bit layout: 0=on_ground, 1=jumping, 2=dashing, 3=invincible, 4=has_gun */
|
||||
static uint8_t pack_player_flags(const Entity *player) {
|
||||
uint8_t f = 0;
|
||||
if (player->body.on_ground) f |= (1 << 0);
|
||||
PlayerData *pd = (PlayerData *)player->data;
|
||||
if (pd) {
|
||||
if (pd->jumping) f |= (1 << 1);
|
||||
if (pd->dash_timer > 0) f |= (1 << 2);
|
||||
if (pd->inv_timer > 0) f |= (1 << 3);
|
||||
if (pd->has_gun) f |= (1 << 4);
|
||||
}
|
||||
return f;
|
||||
}
|
||||
|
||||
/* Pack entity-level flags into a single byte.
|
||||
* Bit layout: 0=active, 1=facing_left, 2=dead, 3=invincible */
|
||||
static uint8_t pack_entity_flags(const Entity *e) {
|
||||
uint8_t f = 0;
|
||||
if (e->active) f |= (1 << 0);
|
||||
if (e->flags & ENTITY_FACING_LEFT) f |= (1 << 1);
|
||||
if (e->flags & ENTITY_DEAD) f |= (1 << 2);
|
||||
if (e->flags & ENTITY_INVINCIBLE) f |= (1 << 3);
|
||||
return f;
|
||||
}
|
||||
|
||||
/* Names for entity types — kept in sync with EntityType enum. */
|
||||
static const char *entity_type_name(uint8_t type) {
|
||||
switch ((EntityType)type) {
|
||||
case ENT_NONE: return "NONE";
|
||||
case ENT_PLAYER: return "PLAYER";
|
||||
case ENT_ENEMY_GRUNT: return "GRUNT";
|
||||
case ENT_ENEMY_FLYER: return "FLYER";
|
||||
case ENT_PROJECTILE: return "PROJ";
|
||||
case ENT_PICKUP: return "PICKUP";
|
||||
case ENT_PARTICLE: return "PARTICLE";
|
||||
case ENT_TURRET: return "TURRET";
|
||||
case ENT_MOVING_PLATFORM: return "PLATFORM";
|
||||
case ENT_FLAME_VENT: return "FLAME";
|
||||
case ENT_FORCE_FIELD: return "FORCEFIELD";
|
||||
case ENT_POWERUP: return "POWERUP";
|
||||
case ENT_DRONE: return "DRONE";
|
||||
case ENT_ASTEROID: return "ASTEROID";
|
||||
case ENT_SPACECRAFT: return "SPACECRAFT";
|
||||
case ENT_LASER_TURRET: return "LASER_TURRET";
|
||||
case ENT_ENEMY_CHARGER: return "CHARGER";
|
||||
case ENT_SPAWNER: return "SPAWNER";
|
||||
default: return "???";
|
||||
}
|
||||
}
|
||||
|
||||
/* Names for aim directions. */
|
||||
static const char *aim_dir_name(uint8_t aim) {
|
||||
switch ((AimDir)aim) {
|
||||
case AIM_FORWARD: return "FORWARD";
|
||||
case AIM_UP: return "UP";
|
||||
case AIM_DIAG_UP: return "DIAG_UP";
|
||||
default: return "???";
|
||||
}
|
||||
}
|
||||
|
||||
/* Names for input actions. */
|
||||
static const char *action_name(int a) {
|
||||
switch ((Action)a) {
|
||||
case ACTION_LEFT: return "LEFT";
|
||||
case ACTION_RIGHT: return "RIGHT";
|
||||
case ACTION_UP: return "UP";
|
||||
case ACTION_DOWN: return "DOWN";
|
||||
case ACTION_JUMP: return "JUMP";
|
||||
case ACTION_SHOOT: return "SHOOT";
|
||||
case ACTION_DASH: return "DASH";
|
||||
case ACTION_PAUSE: return "PAUSE";
|
||||
default: return "???";
|
||||
}
|
||||
}
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Public API
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
void debuglog_init(void) {
|
||||
uint32_t total = (uint32_t)sizeof(RingHeader) + DEBUGLOG_BUFFER_SIZE;
|
||||
s_buffer = calloc(1, total);
|
||||
if (!s_buffer) {
|
||||
fprintf(stderr, "Warning: debuglog_init failed to allocate %u bytes\n", total);
|
||||
return;
|
||||
}
|
||||
|
||||
s_header = (RingHeader *)s_buffer;
|
||||
s_data = s_buffer + sizeof(RingHeader);
|
||||
|
||||
s_header->magic = RING_MAGIC;
|
||||
s_header->version = RING_VERSION;
|
||||
s_header->write_cursor = 0;
|
||||
s_header->total_written = 0;
|
||||
s_header->data_size = DEBUGLOG_BUFFER_SIZE;
|
||||
|
||||
s_enabled = false;
|
||||
s_level = NULL;
|
||||
s_flush_counter = 0;
|
||||
|
||||
printf("Debug log initialized (%u KB ring buffer)\n",
|
||||
DEBUGLOG_BUFFER_SIZE / 1024);
|
||||
}
|
||||
|
||||
void debuglog_shutdown(void) {
|
||||
if (!s_buffer) return;
|
||||
|
||||
if (s_enabled && s_header->total_written > 0) {
|
||||
flush_to_file(s_flush_path);
|
||||
printf("Debug log flushed to %s on shutdown (%u snapshots)\n",
|
||||
s_flush_path, s_header->total_written);
|
||||
}
|
||||
|
||||
free(s_buffer);
|
||||
s_buffer = NULL;
|
||||
s_header = NULL;
|
||||
s_data = NULL;
|
||||
s_enabled = false;
|
||||
s_level = NULL;
|
||||
}
|
||||
|
||||
void debuglog_enable(void) {
|
||||
s_enabled = true;
|
||||
printf("Debug log recording enabled\n");
|
||||
}
|
||||
|
||||
bool debuglog_is_enabled(void) {
|
||||
return s_enabled;
|
||||
}
|
||||
|
||||
void debuglog_set_level(Level *lvl, const char *name) {
|
||||
s_level = lvl;
|
||||
if (name && name[0]) {
|
||||
snprintf(s_level_name, sizeof(s_level_name), "%s", name);
|
||||
} else {
|
||||
s_level_name[0] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
void debuglog_record_tick(void) {
|
||||
if (!s_enabled || !s_buffer) return;
|
||||
|
||||
/* Count active entities (skip player — recorded separately). */
|
||||
uint16_t ent_count = 0;
|
||||
if (s_level) {
|
||||
EntityManager *em = &s_level->entities;
|
||||
for (int i = 0; i < MAX_ENTITIES && ent_count < MAX_ENTITIES; i++) {
|
||||
Entity *e = &em->entities[i];
|
||||
if (e->active && e->type != ENT_PLAYER) ent_count++;
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t frame_size = (uint32_t)sizeof(TickSnapshot)
|
||||
+ (uint32_t)(ent_count * sizeof(EntitySnapshot));
|
||||
|
||||
/* Don't write if the frame won't fit in the ring at all. */
|
||||
if (frame_size > s_header->data_size) return;
|
||||
|
||||
/* Build the header portion on the stack. */
|
||||
TickSnapshot snap;
|
||||
memset(&snap, 0, sizeof(snap));
|
||||
snap.tick = g_engine.tick;
|
||||
snap.frame_size = frame_size;
|
||||
|
||||
/* Input. */
|
||||
input_get_snapshot(&snap.input);
|
||||
|
||||
/* Player state. */
|
||||
Entity *player = find_player();
|
||||
if (player) {
|
||||
snap.player_x = player->body.pos.x;
|
||||
snap.player_y = player->body.pos.y;
|
||||
snap.player_vx = player->body.vel.x;
|
||||
snap.player_vy = player->body.vel.y;
|
||||
snap.player_health = (int8_t)player->health;
|
||||
snap.player_flags = pack_player_flags(player);
|
||||
PlayerData *pd = (PlayerData *)player->data;
|
||||
if (pd) {
|
||||
snap.player_dash_timer = pd->dash_timer;
|
||||
snap.player_dash_charges = (int8_t)pd->dash_charges;
|
||||
snap.player_inv_timer = pd->inv_timer;
|
||||
snap.player_coyote = pd->coyote_timer;
|
||||
snap.player_aim_dir = (uint8_t)pd->aim_dir;
|
||||
}
|
||||
}
|
||||
|
||||
/* Camera. */
|
||||
if (s_level) {
|
||||
snap.cam_x = s_level->camera.pos.x;
|
||||
snap.cam_y = s_level->camera.pos.y;
|
||||
}
|
||||
|
||||
/* Physics globals. */
|
||||
snap.gravity = physics_get_gravity();
|
||||
snap.wind = physics_get_wind();
|
||||
|
||||
/* Level name (truncated to 31 chars + NUL). */
|
||||
if (s_level_name[0]) {
|
||||
snprintf(snap.level_name, sizeof(snap.level_name), "%s", s_level_name);
|
||||
}
|
||||
|
||||
snap.entity_count = ent_count;
|
||||
|
||||
/* Write header into ring. */
|
||||
ring_write(&snap, sizeof(TickSnapshot));
|
||||
|
||||
/* Write entity snapshots. */
|
||||
if (s_level && ent_count > 0) {
|
||||
EntityManager *em = &s_level->entities;
|
||||
for (int i = 0; i < MAX_ENTITIES; i++) {
|
||||
Entity *e = &em->entities[i];
|
||||
if (!e->active || e->type == ENT_PLAYER) continue;
|
||||
|
||||
EntitySnapshot es;
|
||||
es.type = (uint8_t)e->type;
|
||||
es.flags = pack_entity_flags(e);
|
||||
es.health = (int16_t)e->health;
|
||||
es.pos_x = e->body.pos.x;
|
||||
es.pos_y = e->body.pos.y;
|
||||
es.vel_x = e->body.vel.x;
|
||||
es.vel_y = e->body.vel.y;
|
||||
ring_write(&es, sizeof(EntitySnapshot));
|
||||
}
|
||||
}
|
||||
|
||||
s_header->total_written++;
|
||||
|
||||
/* Periodic safety-net flush. */
|
||||
s_flush_counter++;
|
||||
if (s_flush_counter >= FLUSH_INTERVAL) {
|
||||
s_flush_counter = 0;
|
||||
flush_to_file(s_flush_path);
|
||||
}
|
||||
}
|
||||
|
||||
void debuglog_dump(const char *path) {
|
||||
if (!s_buffer || s_header->total_written == 0) {
|
||||
printf("Debug log: nothing to dump (0 snapshots recorded)\n");
|
||||
return;
|
||||
}
|
||||
|
||||
FILE *f = fopen(path, "w");
|
||||
if (!f) {
|
||||
fprintf(stderr, "Error: cannot open %s for writing\n", path);
|
||||
return;
|
||||
}
|
||||
|
||||
fprintf(f, "=== Debug Log Dump ===\n");
|
||||
fprintf(f, "Total snapshots written: %u\n\n", s_header->total_written);
|
||||
|
||||
/* Walk backwards from write_cursor to find snapshots.
|
||||
* We read forward through the ring, starting from the oldest data. */
|
||||
|
||||
/* To find the oldest snapshot: if the buffer has wrapped, oldest
|
||||
* starts at write_cursor. Otherwise it starts at 0. */
|
||||
uint32_t cap = s_header->data_size;
|
||||
uint32_t total_data_bytes;
|
||||
uint32_t read_pos;
|
||||
|
||||
/* Estimate how much data we've written total. If total_written
|
||||
* snapshots have been recorded and we assume average frame size
|
||||
* is frame_size, the buffer may have wrapped. We use a simpler
|
||||
* approach: scan forward from the oldest point. */
|
||||
if (s_header->total_written * sizeof(TickSnapshot) >= cap) {
|
||||
/* Buffer has likely wrapped. Start reading at write_cursor
|
||||
* (which is where the oldest data begins). */
|
||||
read_pos = s_header->write_cursor;
|
||||
total_data_bytes = cap;
|
||||
} else {
|
||||
read_pos = 0;
|
||||
total_data_bytes = s_header->write_cursor;
|
||||
}
|
||||
|
||||
uint32_t bytes_read = 0;
|
||||
uint32_t snapshots_dumped = 0;
|
||||
uint32_t first_tick = 0;
|
||||
uint32_t last_tick = 0;
|
||||
|
||||
while (bytes_read + sizeof(TickSnapshot) <= total_data_bytes) {
|
||||
TickSnapshot snap;
|
||||
ring_read(read_pos, &snap, sizeof(TickSnapshot));
|
||||
|
||||
/* Sanity check. */
|
||||
if (snap.frame_size < sizeof(TickSnapshot) ||
|
||||
snap.frame_size > cap) {
|
||||
break;
|
||||
}
|
||||
if (bytes_read + snap.frame_size > total_data_bytes) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (snapshots_dumped == 0) first_tick = snap.tick;
|
||||
last_tick = snap.tick;
|
||||
|
||||
fprintf(f, "--- Tick %u ---\n", snap.tick);
|
||||
|
||||
/* Input. */
|
||||
fprintf(f, "Input:");
|
||||
for (int a = 0; a < ACTION_COUNT && a < 8; a++) {
|
||||
if (snap.input.held & (1 << a)) {
|
||||
fprintf(f, " [%s]", action_name(a));
|
||||
}
|
||||
if (snap.input.pressed & (1 << a)) {
|
||||
fprintf(f, " [%s_pressed]", action_name(a));
|
||||
}
|
||||
if (snap.input.released & (1 << a)) {
|
||||
fprintf(f, " [%s_released]", action_name(a));
|
||||
}
|
||||
}
|
||||
fprintf(f, "\n");
|
||||
|
||||
/* Player. */
|
||||
fprintf(f, "Player: pos=(%.1f, %.1f) vel=(%.1f, %.1f) hp=%d",
|
||||
snap.player_x, snap.player_y,
|
||||
snap.player_vx, snap.player_vy,
|
||||
snap.player_health);
|
||||
fprintf(f, " on_ground=%d", (snap.player_flags >> 0) & 1);
|
||||
fprintf(f, " jumping=%d", (snap.player_flags >> 1) & 1);
|
||||
fprintf(f, " dashing=%d", (snap.player_flags >> 2) & 1);
|
||||
fprintf(f, " inv=%d", (snap.player_flags >> 3) & 1);
|
||||
fprintf(f, " has_gun=%d", (snap.player_flags >> 4) & 1);
|
||||
fprintf(f, " aim=%s", aim_dir_name(snap.player_aim_dir));
|
||||
fprintf(f, " dash_charges=%d dash_timer=%.2f inv_timer=%.2f coyote=%.3f\n",
|
||||
snap.player_dash_charges, snap.player_dash_timer,
|
||||
snap.player_inv_timer, snap.player_coyote);
|
||||
|
||||
/* Camera + physics. */
|
||||
fprintf(f, "Camera: (%.1f, %.1f)\n", snap.cam_x, snap.cam_y);
|
||||
fprintf(f, "Physics: gravity=%.1f wind=%.1f\n",
|
||||
snap.gravity, snap.wind);
|
||||
|
||||
if (snap.level_name[0]) {
|
||||
fprintf(f, "Level: %s\n", snap.level_name);
|
||||
}
|
||||
|
||||
/* Entities. */
|
||||
fprintf(f, "Entities (%u active):\n", snap.entity_count);
|
||||
|
||||
uint32_t ent_offset = (read_pos + sizeof(TickSnapshot)) % cap;
|
||||
uint16_t count = snap.entity_count;
|
||||
if (count > MAX_ENTITIES) count = MAX_ENTITIES;
|
||||
for (uint16_t i = 0; i < count; i++) {
|
||||
EntitySnapshot es;
|
||||
ring_read(ent_offset, &es, sizeof(EntitySnapshot));
|
||||
ent_offset = (ent_offset + sizeof(EntitySnapshot)) % cap;
|
||||
|
||||
fprintf(f, " [%u] %-12s pos=(%.0f, %.0f) vel=(%.0f, %.0f) hp=%d\n",
|
||||
i, entity_type_name(es.type),
|
||||
es.pos_x, es.pos_y,
|
||||
es.vel_x, es.vel_y,
|
||||
es.health);
|
||||
}
|
||||
|
||||
fprintf(f, "\n");
|
||||
|
||||
read_pos = (read_pos + snap.frame_size) % cap;
|
||||
bytes_read += snap.frame_size;
|
||||
snapshots_dumped++;
|
||||
}
|
||||
|
||||
/* Write summary at the top. */
|
||||
if (snapshots_dumped > 0) {
|
||||
float seconds = (float)(last_tick - first_tick) / TICK_RATE;
|
||||
fprintf(f, "=== Summary: ticks %u to %u (%u snapshots, %.1f seconds) ===\n",
|
||||
first_tick, last_tick, snapshots_dumped, seconds);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
printf("Debug log dumped to %s (%u snapshots)\n", path, snapshots_dumped);
|
||||
}
|
||||
@@ -1,91 +0,0 @@
|
||||
#ifndef JNR_DEBUGLOG_H
|
||||
#define JNR_DEBUGLOG_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include "config.h"
|
||||
|
||||
/* Forward declaration — game layer type, registered via pointer. */
|
||||
typedef struct Level Level;
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Snapshot data structures
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* Packed input snapshot — 3 bytes (ACTION_COUNT actions × 3 states). */
|
||||
typedef struct InputSnapshot {
|
||||
uint8_t held; /* bitmask of ACTION_* held this tick */
|
||||
uint8_t pressed; /* bitmask of ACTION_* pressed this tick */
|
||||
uint8_t released; /* bitmask of ACTION_* released this tick */
|
||||
} InputSnapshot;
|
||||
|
||||
/* Per-entity summary — 20 bytes each. */
|
||||
typedef struct EntitySnapshot {
|
||||
uint8_t type; /* EntityType */
|
||||
uint8_t flags; /* active, facing, dead, invincible */
|
||||
int16_t health;
|
||||
float pos_x, pos_y;
|
||||
float vel_x, vel_y;
|
||||
} EntitySnapshot;
|
||||
|
||||
/* Full tick snapshot — fixed-size header + variable entity list.
|
||||
* Written sequentially into the ring buffer; frame_size stores
|
||||
* the total byte count so the reader can skip forward. */
|
||||
typedef struct TickSnapshot {
|
||||
uint32_t tick; /* g_engine.tick */
|
||||
uint32_t frame_size; /* total bytes of this record */
|
||||
/* Input */
|
||||
InputSnapshot input; /* 3 bytes */
|
||||
uint8_t _pad0; /* align to 4 bytes */
|
||||
/* Player state (expanded) */
|
||||
float player_x, player_y;
|
||||
float player_vx, player_vy;
|
||||
int8_t player_health;
|
||||
uint8_t player_flags; /* on_ground, jumping, dashing, inv, has_gun */
|
||||
uint8_t player_aim_dir;
|
||||
int8_t player_dash_charges;
|
||||
float player_dash_timer;
|
||||
float player_inv_timer;
|
||||
float player_coyote;
|
||||
/* Camera */
|
||||
float cam_x, cam_y;
|
||||
/* Physics globals */
|
||||
float gravity;
|
||||
float wind;
|
||||
/* Level info */
|
||||
char level_name[32]; /* truncated level path/tag */
|
||||
/* Entity summary */
|
||||
uint16_t entity_count; /* number of active entities */
|
||||
uint16_t _pad1; /* alignment padding */
|
||||
/* EntitySnapshot entities[] follows immediately in the buffer. */
|
||||
} TickSnapshot;
|
||||
|
||||
/* ═══════════════════════════════════════════════════
|
||||
* Public API
|
||||
* ═══════════════════════════════════════════════════ */
|
||||
|
||||
/* Allocate ring buffer. Safe to call even if logging stays disabled. */
|
||||
void debuglog_init(void);
|
||||
|
||||
/* Final flush + free. */
|
||||
void debuglog_shutdown(void);
|
||||
|
||||
/* Turn on recording. */
|
||||
void debuglog_enable(void);
|
||||
|
||||
/* Query state. */
|
||||
bool debuglog_is_enabled(void);
|
||||
|
||||
/* Register the active Level pointer so the debuglog can read game state.
|
||||
* Pass NULL before freeing a level.
|
||||
* name is an optional label (e.g. file path); NULL or "" to clear. */
|
||||
void debuglog_set_level(Level *lvl, const char *name);
|
||||
|
||||
/* Called once per tick from engine_frame, after update, before consume.
|
||||
* Captures input + game state into the ring buffer. */
|
||||
void debuglog_record_tick(void);
|
||||
|
||||
/* Dump the ring buffer contents to a human-readable text file. */
|
||||
void debuglog_dump(const char *path);
|
||||
|
||||
#endif /* JNR_DEBUGLOG_H */
|
||||
@@ -1,5 +1,4 @@
|
||||
#include "engine/input.h"
|
||||
#include "engine/debuglog.h"
|
||||
#include <string.h>
|
||||
|
||||
static bool s_current[ACTION_COUNT];
|
||||
@@ -197,19 +196,6 @@ bool input_key_held(SDL_Scancode key) {
|
||||
return s_key_state && s_key_state[key];
|
||||
}
|
||||
|
||||
/* ── Debug log snapshot ───────────────────────────── */
|
||||
|
||||
void input_get_snapshot(InputSnapshot *out) {
|
||||
out->held = 0;
|
||||
out->pressed = 0;
|
||||
out->released = 0;
|
||||
for (int i = 0; i < ACTION_COUNT && i < 8; i++) {
|
||||
if (s_current[i]) out->held |= (uint8_t)(1 << i);
|
||||
if (s_latched_pressed[i]) out->pressed |= (uint8_t)(1 << i);
|
||||
if (s_latched_released[i]) out->released |= (uint8_t)(1 << i);
|
||||
}
|
||||
}
|
||||
|
||||
void input_shutdown(void) {
|
||||
/* Nothing to clean up */
|
||||
}
|
||||
|
||||
@@ -50,10 +50,4 @@ int input_mouse_scroll(void);
|
||||
bool input_key_pressed(SDL_Scancode key);
|
||||
bool input_key_held(SDL_Scancode key);
|
||||
|
||||
/* Pack current input state into a compact bitmask snapshot.
|
||||
* Used by the debug log to record per-tick input without
|
||||
* exposing internal arrays. */
|
||||
typedef struct InputSnapshot InputSnapshot; /* defined in debuglog.h */
|
||||
void input_get_snapshot(InputSnapshot *out);
|
||||
|
||||
#endif /* JNR_INPUT_H */
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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. */
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 */
|
||||
|
||||
@@ -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 {
|
||||
|
||||
28
src/main.c
28
src/main.c
@@ -1,7 +1,6 @@
|
||||
#include "engine/core.h"
|
||||
#include "engine/input.h"
|
||||
#include "engine/font.h"
|
||||
#include "engine/debuglog.h"
|
||||
#include "game/level.h"
|
||||
#include "game/levelgen.h"
|
||||
#include "game/editor.h"
|
||||
@@ -35,7 +34,6 @@ 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 bool s_use_debuglog = false;
|
||||
static uint32_t s_gen_seed = 0;
|
||||
static char s_edit_path[256] = {0};
|
||||
static char s_level_path[ASSET_PATH_MAX] = {0}; /* path of active play-mode level */
|
||||
@@ -96,7 +94,6 @@ static const char *theme_name(LevelTheme t) {
|
||||
static bool load_level_file(const char *path) {
|
||||
if (!level_load(&s_level, path)) return false;
|
||||
snprintf(s_level_path, sizeof(s_level_path), "%s", path);
|
||||
debuglog_set_level(&s_level, path);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -195,7 +192,6 @@ static void load_generated_level(void) {
|
||||
g_engine.running = false;
|
||||
}
|
||||
s_level_path[0] = '\0'; /* generated levels have no file path */
|
||||
debuglog_set_level(&s_level, "generated");
|
||||
}
|
||||
|
||||
static void load_station_level(void) {
|
||||
@@ -221,7 +217,6 @@ static void load_station_level(void) {
|
||||
g_engine.running = false;
|
||||
}
|
||||
s_level_path[0] = '\0'; /* generated levels have no file path */
|
||||
debuglog_set_level(&s_level, "generated:station");
|
||||
}
|
||||
|
||||
static void load_mars_base_level(void) {
|
||||
@@ -253,7 +248,6 @@ static void load_mars_base_level(void) {
|
||||
g_engine.running = false;
|
||||
}
|
||||
s_level_path[0] = '\0';
|
||||
debuglog_set_level(&s_level, "generated:mars_base");
|
||||
}
|
||||
|
||||
/* ── Analytics session helpers ── */
|
||||
@@ -274,7 +268,6 @@ static void end_session(const char *reason) {
|
||||
/* ── Switch to editor mode ── */
|
||||
static void enter_editor(void) {
|
||||
if (s_mode == MODE_PLAY) {
|
||||
debuglog_set_level(NULL, NULL);
|
||||
level_free(&s_level);
|
||||
}
|
||||
s_mode = MODE_EDITOR;
|
||||
@@ -314,7 +307,6 @@ static void enter_test_play(void) {
|
||||
|
||||
/* ── Return from test play to editor ── */
|
||||
static void return_to_editor(void) {
|
||||
debuglog_set_level(NULL, NULL);
|
||||
level_free(&s_level);
|
||||
s_mode = MODE_EDITOR;
|
||||
s_testing_from_editor = false;
|
||||
@@ -323,7 +315,6 @@ static void return_to_editor(void) {
|
||||
|
||||
/* ── Restart current level (file-based or generated) ── */
|
||||
static void restart_level(void) {
|
||||
debuglog_set_level(NULL, NULL);
|
||||
level_free(&s_level);
|
||||
if (s_level_path[0]) {
|
||||
if (!load_level_file(s_level_path)) {
|
||||
@@ -338,7 +329,6 @@ static void restart_level(void) {
|
||||
|
||||
/* ── Level load dispatch — loads the next level based on target string ── */
|
||||
static void dispatch_level_load(const char *target) {
|
||||
debuglog_set_level(NULL, NULL);
|
||||
if (target[0] == '\0') {
|
||||
/* Empty target = victory / end of game. */
|
||||
printf("Level complete! (no next level)\n");
|
||||
@@ -467,7 +457,6 @@ static void game_update(float dt) {
|
||||
/* Tear down whatever mode we are in. */
|
||||
if (s_mode == MODE_PLAY || s_mode == MODE_PAUSED
|
||||
|| s_mode == MODE_TRANSITION) {
|
||||
debuglog_set_level(NULL, NULL);
|
||||
transition_reset(&s_transition);
|
||||
level_free(&s_level);
|
||||
}
|
||||
@@ -535,11 +524,6 @@ static void game_update(float dt) {
|
||||
|
||||
/* ── Play mode ── */
|
||||
|
||||
/* F12: dump debug log to text file. */
|
||||
if (input_key_pressed(SDL_SCANCODE_F12) && debuglog_is_enabled()) {
|
||||
debuglog_dump("debug_log.txt");
|
||||
}
|
||||
|
||||
/* Pause on escape (return to editor during test play) */
|
||||
if (input_pressed(ACTION_PAUSE)) {
|
||||
if (s_testing_from_editor) {
|
||||
@@ -555,7 +539,6 @@ static void game_update(float dt) {
|
||||
if (!s_testing_from_editor && input_key_pressed(SDL_SCANCODE_E)) {
|
||||
/* Load the current level file into the editor if available */
|
||||
snprintf(s_edit_path, sizeof(s_edit_path), "%s", s_level_path);
|
||||
debuglog_set_level(NULL, NULL);
|
||||
level_free(&s_level);
|
||||
enter_editor();
|
||||
return;
|
||||
@@ -567,7 +550,6 @@ static void game_update(float dt) {
|
||||
if (r_pressed && !r_was_pressed) {
|
||||
printf("\n=== Regenerating level ===\n");
|
||||
end_session("quit");
|
||||
debuglog_set_level(NULL, NULL);
|
||||
level_free(&s_level);
|
||||
s_gen_seed = (uint32_t)time(NULL);
|
||||
s_use_procgen = true;
|
||||
@@ -665,7 +647,6 @@ static void game_render(float interpolation) {
|
||||
|
||||
static void game_shutdown(void) {
|
||||
end_session("quit");
|
||||
debuglog_set_level(NULL, NULL);
|
||||
|
||||
/* Always free both — editor may have been initialized even if we're
|
||||
* currently in play mode (e.g. shutdown during test play). editor_free
|
||||
@@ -694,8 +675,6 @@ int main(int argc, char *argv[]) {
|
||||
if (i + 1 < argc) {
|
||||
s_gen_seed = (uint32_t)atoi(argv[++i]);
|
||||
}
|
||||
} else if (strcmp(argv[i], "--debug-log") == 0) {
|
||||
s_use_debuglog = true;
|
||||
} else if (strcmp(argv[i], "--edit") == 0 || strcmp(argv[i], "-e") == 0) {
|
||||
s_use_editor = true;
|
||||
/* Optional: next arg is a file path */
|
||||
@@ -708,7 +687,6 @@ int main(int argc, char *argv[]) {
|
||||
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(" --debug-log Record game state every tick (F12 to dump)\n");
|
||||
printf("\nIn-game:\n");
|
||||
printf(" R Regenerate level with new random seed\n");
|
||||
printf(" E Open level editor\n");
|
||||
@@ -761,11 +739,6 @@ int main(int argc, char *argv[]) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
debuglog_init();
|
||||
if (s_use_debuglog) {
|
||||
debuglog_enable();
|
||||
}
|
||||
|
||||
engine_set_callbacks((GameCallbacks){
|
||||
.init = game_init,
|
||||
.update = game_update,
|
||||
@@ -774,7 +747,6 @@ int main(int argc, char *argv[]) {
|
||||
});
|
||||
|
||||
engine_run();
|
||||
debuglog_shutdown();
|
||||
engine_shutdown();
|
||||
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user