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major_tom/TODO.md
Thomas 49ed2d6f7b Add spatial audio, spacecraft entity, and level intro sequence
Distance-based sound effects with stereo panning for explosions, impacts,
and pickups. Spacecraft entity with full state machine (fly-in, land, take
off, fly-out), engine/synth sound loops, thruster particles, and PNG
spritesheet. Moon level intro defers player spawn until ship lands.

Also untrack build/ objects that were committed by mistake.
2026-03-01 11:00:51 +00:00

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# 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)
Audit the engine for anything that breaks or becomes slow at very large map
sizes. Key areas to check:
- Tile layer allocation (`uint16_t *` for 25M tiles)
- Tilemap rendering culling (already viewport-clipped, verify correctness)
- Physics / collision queries (should only check nearby tiles)
- Entity updates (currently iterates full pool regardless of distance)
- Camera bounds and coordinate overflow (float precision at large coords)
- Level file parsing (row lines could exceed fgets buffer at 5000+ columns)
## Spacecraft at level exit
Ship landing at exit zone when player approaches — player enters, ship takes
off, triggers level transition. The intro/start sequence is done; this is the
exit counterpart.
## Asteroid refinement
- Reduce asteroid count significantly — occasional hazard, not a barrage
- Add slight horizontal drift so they fall at an angle rather than straight down
- Increase fall speed for more impact
- Stagger spawns more widely across the level