# TODO ## ~~Distance-based sound effects~~ ✓ Implemented: `audio_set_listener()`, `audio_play_sound_at()` with linear attenuation and stereo panning. Used by enemy death, asteroid impact, and powerup pickup. ## ~~Spacecraft art and entity~~ ✓ Implemented: spacecraft PNG spritesheet (5 frames, 80x48 each), full entity with state machine (FLYING_IN → LANDING → LANDED → TAKEOFF → FLYING_OUT → DONE), engine/synth sounds, thruster particles, level intro sequence with deferred player spawn. ## ~~Large map support (5000x5000)~~ ✓ Audited and fixed all engine bottlenecks for maps up to 8192x8192: - `MAX_MAP_SIZE` constant (8192) replaces hard-coded 4096 caps in tilemap loader and editor resize. Tile layers allocate fine at 5000x5000 (~143 MB). - Dynamic line reader in `tilemap_load()` replaces fixed 16 KB `fgets` buffer; handles arbitrarily long tile rows without truncation. - `MAX_ENTITY_SPAWNS` raised from 128 to 512; `MAX_EXIT_ZONES` from 8 to 16. - Entity distance culling: `entity_update_all()` skips entities beyond 2× screen width from the camera; `entity_render_all()` skips entities outside the viewport + 64 px margin. Player, spacecraft, and drone use `ENTITY_ALWAYS_UPDATE` flag to opt out of culling. - Editor flood fill replaced with scanline algorithm — O(height) stack usage instead of O(area), safe for very large maps. - Verified: tilemap rendering already viewport-culled, physics queries are O(1) local tile lookups, float precision fine up to ~1M pixels (62 K tiles). ## ~~Spacecraft at level exit~~ ✓ Implemented: `spacecraft_spawn_exit()` with `is_exit_ship` flag. Proximity trigger in `level.c` spawns exit ship when player is within ~2 screen widths of an exit zone. Ship flies in, lands near exit. Player overlaps landed ship → player deactivated, ship takes off, camera holds still, level transition fires after ship departs (SC_DONE). ## ~~Asteroid refinement~~ ✓ Implemented: base speed 120→200, accel 200→350, respawn 3→6s, stagger 0-3→0-8s, random horizontal drift (±60 px/s), moon level reduced from 24 to 8 asteroids. ## ~~Moon campaign: 3 levels with spacecraft transitions~~ ✓ Implemented: 3 moon levels connected by spacecraft takeoff/landing sequences. - **moon01.lvl** (1000 tiles) — Exit triggers spacecraft, transitions to moon02. - **moon02.lvl** (200 tiles) — Crater fields, tighter platforming. Spacecraft intro, 7 asteroids, unarmed. Exit to moon03. - **moon03.lvl** (150 tiles) — Dark side, hardest moon terrain. Spacecraft intro, 5 asteroids, unarmed until gun powerup near exit. Exit to level01. - **level01.lvl** — Space station with spacecraft landing intro (arriving from moon). ## ~~Level generator: height zones (verticality)~~ ✓ Implemented: tall level support (46 tiles, two screens) with height zones. - Camera vertical look-ahead (30px lead when player moves vertically > 50 px/s) - All segment generators (`gen_flat`, `gen_pit`, `gen_platforms`, `gen_corridor`, `gen_arena`, `gen_shaft`, `gen_transition`) accept `ground_row` parameter — platforms, enemies, and hazards are placed relative to the zone's ground level - `SEG_CLIMB` connector segment type: vertical shaft with alternating platforms, wall openings, optional moving platform and enemies, bridges height zones - `levelgen_generate()` assigns zones per theme: Surface → LOW (row 43), Base → HIGH (row 17), Station → alternates. `SEG_CLIMB` auto-inserted at zone boundaries. Single-theme levels stay at standard 23-tile height. - Station generator unchanged (23 tiles, corridor envelope constrains) - Tall test level: `assets/levels/tall_test.lvl` (40x46) ## ~~Jetpack boost blue flame effects~~ ✓ Implemented: `particle_emit_jetpack_boost_burst()` (electric blue core + blue-white flare, 18 particles mixed into regular burst) and `particle_emit_jetpack_boost_trail()` (blue sparks + pale blue wisps, 3 particles/frame). Both activate only when `jetpack_boost_timer > 0`. Burst fires on dash start, trail emits each frame during dash. ## ~~Pause menu~~ ✓ Implemented: extracted bitmap font from `editor.c` into shared `engine/font` module (`font.h`/`font.c`). Added `MODE_PAUSED` game state to `main.c` with semi-transparent overlay, menu items (Resume / Restart / Quit), up/down navigation, confirm with jump/enter. Restart reloads file-based levels or regenerates procedural levels. ## ~~Laser turret hazard~~ ✓ Implemented: `ENT_LASER_TURRET` entity with state machine (IDLE → CHARGING → FIRING → COOLDOWN). Beam uses per-pixel raycast via `tilemap_is_solid()`. Player damage via point-to-line distance check. Rendering with `SDL_RenderDrawLine` and perpendicular offset for beam thickness. Two variants: `laser_turret` (fixed, aims left) and `laser_turret_track` (rotates toward player at 1.5 rad/s during idle/charge, locks on fire). Both registered in entity registry with editor icons. ## ~~New enemies: Charger and Spawner~~ ✓ Implemented in `enemy.h`/`enemy.c`: - **Charger** — Ground patrol → ALERT (0.5 s telegraph) → CHARGE (150 px/s rush) → STUNNED (0.8 s on wall hit, reverses). 2 HP. Detects player in horizontal line-of-sight within 200 px. - **Spawner** — Stationary. Spawns grunts every 4.5 s (max 3 alive via `count_alive_grunts()`). Pulses before spawn. 3 HP, destructible. Purple color scheme. Both registered in entity registry with editor icons. ## ~~Mars campaign~~ ✓ Implemented: three handcrafted levels, a dedicated Mars Base generator, and Mars themes in all generic segment generators. ### Handcrafted levels - **mars01.lvl** (250×23, Mars Surface): low gravity (370), wind, wide-open red terrain, charger + grunt enemies, spacecraft intro. New `mars_tileset.png` and `PARALLAX_STYLE_MARS` (salmon sky, red mesas, dust). - **mars02.lvl** (40×46, Mars Base): normal gravity (700), tall vertical corridors with narrow passages, turrets, laser turrets (fixed + tracking), spawners, chargers, grunts. Exits to `generate:mars_base`. - **mars03.lvl** (30×23, Boss Arena): heavy enemies (spawners, chargers, laser turrets), exits to `generate:station`. ### Mars Base dedicated generator - `levelgen_generate_mars_base()` with 6 custom segment types: Entry (safe start), Shaft (vertical with alternating platforms + laser turrets), Corridor (narrow horizontal passage), Turret Hall (three-level laser gauntlet), Hive (spawner room), Arena (tall multi-level combat). - 46-tile tall levels, Mars tileset, interior parallax, 700 gravity. - Depth scaling: 6→7→8 segments, difficulty 0.5→0.7→0.9. - After 2 generated levels, exit points to mars03.lvl (boss arena). - `generate:mars_base` exit target handling in main.c with `s_mars_depth`. ### Mars themes in generic generators - All 7 generic segment generators (`gen_flat`, `gen_pit`, `gen_platforms`, `gen_corridor`, `gen_arena`, `gen_shaft`, `gen_transition`) place Mars-specific enemies (chargers, laser turrets, spawners) when the active theme is `THEME_MARS_SURFACE` or `THEME_MARS_BASE`. ### Music - `kaffe_og_kage.ogg` used for all Mars levels (handcrafted + both generators). ### Level chain - moon03 → mars01 → mars02 → generate:mars_base (×2) → mars03 → generate:station. ### Bug fixes (this batch) - Deterministic seed on generated level restart (`s_gen_seed` snapshot). - NULL checks on calloc in `charger_spawn`, `spawner_spawn`, `laser_spawn_internal`. - Charger charge timeout (2 s max) prevents infinite charge on flat terrain. - Removed no-op `flags |= 0` in spawner_spawn. - Jetpack fuel pickup preserves recharge progress instead of resetting timer. - Makefile web-serve: removed `2>/dev/null` so real errors are visible. - `s_mars_depth` and `s_station_depth` reset when game loops back to beginning. - Added `gen_bg_decoration()` call to Mars Base generator. ## ~~Editor: level select should also load into game~~ ✓ Implemented: shell dropdown calls `game_load_level()` (exported from `main.c`) which defers a level load into MODE_PLAY on the next frame. Tears down the current mode (editor or play), loads the selected `.lvl` file, and seeds `s_edit_path` so pressing E opens the same level in the editor. ## ~~Mars Surface atmosphere particles~~ ✓ Implemented: `particle_emit_atmosphere_dust()` emits ambient dust motes each frame on Mars Surface levels (keyed on `PARALLAX_STYLE_MARS`). Three sub-layers for depth: large slow "far" motes, small quick "near" specks, and occasional interior spawns to prevent edge seams. All particles drift with the wind system via `gravity_scale` — wind pushes them across the viewport. Reddish-tan color palette with per-particle variation. Low drag, long lifetimes (3-7 s), subtle alpha fade. ~2-3 particles/frame at 60 Hz, well within the 1024-particle pool budget. ## Skip spacecraft transition for non-surface levels The spacecraft fly-in animation should only play on surface levels (moon01, mars01, etc.). Interior/base levels (mars02, mars03, generated mars_base, generated station) should skip it — the player is already indoors. ## ~~New level transition styles: elevator and teleporter~~ ✓ Implemented: `src/game/transition.h` / `transition.c` module with two-phase transition state machine (outro on old level → level swap → intro on new level). - **Elevator** — Two horizontal doors slide inward from top/bottom (0.6 s), hold closed with screen-shake rumble (0.3 s), then slide apart on the new level (0.6 s). Smooth ease-in-out motion, dark gray industrial color, bright seam at the meeting edge. Used for base/station interior transitions. - **Teleporter** — Scanline dissolve: 3 px-tall horizontal bands sweep across the screen in alternating directions with staggered top-to-bottom timing (0.5 s), then white flash (0.15 s). Intro reverses the sweep bottom-to-top (0.5 s). Uses `teleport.wav` sound effect. New `MODE_TRANSITION` game state in `main.c` pauses gameplay during the animation. Level-load dispatch extracted into `dispatch_level_load()` helper, called both from instant transitions and from the transition state machine. New `.lvl` directives `TRANSITION_IN` and `TRANSITION_OUT` with values `none`, `spacecraft`, `elevator`, `teleporter`. Parsed in `tilemap.c`, saved by editor and level generator dump. All three procedural generators (generic, station, mars_base) set `TRANS_ELEVATOR` for interior themes. Handcrafted levels updated: mars02, mars03, level01, level02.