Files
major_tom/assets/levels/level01.lvl
Thomas fac7085056 Add moon surface intro level with asteroid hazards and unarmed mechanics
Introduce moon01.lvl as the starting level — a pure jump-and-run intro
with no gun and no enemies, just platforming over gaps and dodging falling
asteroids. The player picks up their gun upon transitioning to level01.

New features:
- Moon tileset and PARALLAX_STYLE_MOON with crater terrain backgrounds
- Asteroid entity (ENT_ASTEROID): falls from sky, damages on contact,
  explodes on ground with particles, respawns after delay
- PLAYER_UNARMED directive disables gun for the level
- Pit rescue mechanic: falling costs 1 HP and auto-dashes upward
- Gun powerup entity type for future armed-pickup levels
- Segment-based procedural level generator with themed rooms
- Extended editor with entity palette and improved tile cycling
- Web shell improvements for Emscripten builds
2026-03-01 09:20:49 +00:00

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# Level 01 - Test Level
# =====================
TILESET assets/tiles/tileset.png
SIZE 40 23
SPAWN 3 18
GRAVITY 400
BG_COLOR 15 15 30
MUSIC assets/sounds/algardalgar.ogg
# Entity spawns: ENTITY <type> <tile_x> <tile_y>
ENTITY grunt 15 18
ENTITY grunt 25 18
ENTITY grunt 35 18
ENTITY grunt 9 16
ENTITY flyer 20 10
ENTITY flyer 30 8
# Powerups
ENTITY powerup_hp 13 12
ENTITY powerup_jet 21 14
ENTITY powerup_drone 29 16
# Exit zone: EXIT <tile_x> <tile_y> <tile_w> <tile_h> [target_path]
# Inside the walled room at the far right
EXIT 35 16 2 3 assets/levels/level02.lvl
# Hazards
ENTITY turret 33 4
ENTITY flame_vent 18 19
ENTITY force_field 35 17
ENTITY platform 12 11
ENTITY platform_v 27 12
# Tile definitions: ID TEX_X TEX_Y FLAGS
# Flag 1 = SOLID, Flag 2 = PLATFORM
TILEDEF 1 0 0 1
TILEDEF 2 1 0 1
TILEDEF 3 2 0 1
TILEDEF 4 0 1 2
# Collision layer (40 wide x 23 tall)
# 0=empty, 1=solid ground, 2=solid block, 4=platform
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
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1