Increase base fall speed (120→200), acceleration (200→350), and respawn delay (3→6s). Add random horizontal drift (±60 px/s) so asteroids fall at angles. Widen initial stagger (0-3→0-8s). Reduce moon level from 24 asteroids to 8, spread evenly across the level.
32 lines
1.4 KiB
Markdown
32 lines
1.4 KiB
Markdown
# TODO
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## ~~Distance-based sound effects~~ ✓
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Implemented: `audio_set_listener()`, `audio_play_sound_at()` with linear
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attenuation and stereo panning. Used by enemy death, asteroid impact, and
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powerup pickup.
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## ~~Spacecraft art and entity~~ ✓
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Implemented: spacecraft PNG spritesheet (5 frames, 80x48 each), full entity
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with state machine (FLYING_IN → LANDING → LANDED → TAKEOFF → FLYING_OUT →
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DONE), engine/synth sounds, thruster particles, level intro sequence with
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deferred player spawn.
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## Large map support (5000x5000)
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Audit the engine for anything that breaks or becomes slow at very large map
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sizes. Key areas to check:
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- Tile layer allocation (`uint16_t *` for 25M tiles)
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- Tilemap rendering culling (already viewport-clipped, verify correctness)
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- Physics / collision queries (should only check nearby tiles)
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- Entity updates (currently iterates full pool regardless of distance)
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- Camera bounds and coordinate overflow (float precision at large coords)
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- Level file parsing (row lines could exceed fgets buffer at 5000+ columns)
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## Spacecraft at level exit
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Ship landing at exit zone when player approaches — player enters, ship takes
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off, triggers level transition. The intro/start sequence is done; this is the
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exit counterpart.
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## ~~Asteroid refinement~~ ✓
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Implemented: base speed 120→200, accel 200→350, respawn 3→6s, stagger 0-3→0-8s,
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random horizontal drift (±60 px/s), moon level reduced from 24 to 8 asteroids.
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