import {
SECTION_TYPES,
SECTION_WIDTH,
SECTION_WIDTH_MIN,
SECTION_WIDTH_MAX,
SECTION_VSCALE_MIN,
SECTION_VSCALE_MAX,
} from './sections.js';
import { buildLevelData, splitPlaceables } from './levelBuilder.js';
import { exportLevelToSource } from './exportLevel.js';
import { BUS } from '../config.js';
import { LEVELS } from '../data/levels/index.js';
// The leading section is always 'flat' and locked at index 0, so a jump
// section can never end up as the very first thing the bus drives onto -
// see the "Safety default" note in the level editor plan. Each sequence
// entry carries its own width/vScale so sections can be individually
// stretched/contracted horizontally (width) or vertically (vScale, a
// multiplier on that section's rise/amplitude/depth - see sections.js).
const state = {
metadata: { id: 'levelCustom', name: 'New Level', description: '', kidsAboard: 3 },
sequence: [{ type: 'flat', width: SECTION_WIDTH, vScale: 1, smooth: false }],
selectedIndex: null,
// Loaded from a bundled level or a file? When true the sections palette / track /
// size controls are locked (the terrain isn't built from sections, so rebuilding it
// from an arbitrary sequence would lose the original shape), and the preview shows
// the level's exact terrain instead of one the sequence generates. Details +
// items remain editable, and the level can be re-exported.
imported: null,
// Smashable props + bonus items placed on the course. Each entry has a
// `kind`: 'smashable' (TV/chair/cone - can float or fall, smash off on hit)
// or 'bonus' (CTC/guitar/cash/flour - always float, pop into fireworks on hit).
// x/y are in the SAME scaled world units the preview canvas plots (and that
// the exported level uses); refIndex is the track section it was added
// under (rebased on reordering).
items: [],
// Which kind the Placeables section is currently placing (the toggle).
kind: 'smashable',
// Smashable selection (kind 'smashable'): type + placement mode.
itemsType: 'tv',
itemsMode: 'float',
// Bonus selection (kind 'bonus'): type only - bonus items are float-only.
bonusType: 'ctc',
};
const paletteEl = document.getElementById('palette');
const trackEl = document.getElementById('track');
const moveLeftBtn = document.getElementById('move-left-btn');
const moveRightBtn = document.getElementById('move-right-btn');
const removeBtn = document.getElementById('remove-btn');
const sizePanelEl = document.getElementById('size-panel');
const widthRangeEl = document.getElementById('width-range');
const widthNumberEl = document.getElementById('width-number');
const vscaleRangeEl = document.getElementById('vscale-range');
const vscaleNumberEl = document.getElementById('vscale-number');
const smoothCheckboxEl = document.getElementById('smooth-checkbox');
const metadataFormEl = document.getElementById('metadata-form');
const previewScrollEl = document.getElementById('preview-scroll');
const previewCanvas = document.getElementById('preview-canvas');
const exportTextarea = document.getElementById('export-textarea');
const downloadBtn = document.getElementById('download-btn');
const itemsFormEl = document.getElementById('items-form');
const itemsListEl = document.getElementById('items-list');
// --- Load an existing level --------------------------------------------
const importSelectEl = document.getElementById('import-level-select');
const importFileEl = document.getElementById('import-file');
const clearLevelBtn = document.getElementById('clear-level-btn');
const importStatusEl = document.getElementById('import-status');
const paletteSectionEl = document.getElementById('palette-section');
const sequenceSectionEl = document.getElementById('sequence-section');
const labelFor = (typeId) => SECTION_TYPES.find((t) => t.id === typeId)?.label || typeId;
// 'flat' and 'gap' have no rise/amplitude/depth for vScale to multiply -
// disable that control rather than leave it silently do nothing.
const FLAT_LIKE_TYPES = new Set(['flat', 'gap']);
// --- Load an existing level ------------------------------------------------
//
// An imported level is the game's source-of-truth for its terrain (its exact
// `terrain` array), so the preview renders that instead of what `state.sequence`
// would generate, and section editing is locked. Metadata + items + goal/start
// stay editable, and re-export emits the loaded level's fields verbatim.
function buildImportSelect() {
importSelectEl.innerHTML = '';
const ph = document.createElement('option');
ph.value = '';
ph.textContent = 'Choose a level\u2026';
importSelectEl.appendChild(ph);
for (const level of LEVELS) {
const opt = document.createElement('option');
opt.value = level.id;
opt.textContent = `${level.id} \u2014 ${level.name || ''}`;
importSelectEl.appendChild(opt);
}
}
function setImported(level, source) {
if (!level || !Array.isArray(level.terrain) || level.terrain.length === 0) {
importStatusEl.hidden = false;
importStatusEl.style.color = '#c0392b';
importStatusEl.textContent = 'Could not import \u2014 the level has no terrain.';
return;
}
state.imported = {
metadata: {
id: level.id || 'levelCustom',
name: level.name || '',
description: level.description || '',
kidsAboard: level.kidsAboard || 1,
timeLimit: level.timeLimit,
startPosition: level.startPosition,
startAngle: level.startAngle,
goal: level.goal,
cameraBounds: level.cameraBounds,
obstacles: level.obstacles,
},
terrain: level.terrain,
// Smashables and bonus items are two separate level arrays, but the
// editor works with ONE list (with a `kind` per entry) so the preview
// map / list / click-to-place code is shared - see state.items.
items: [
...(level.items || []).map((it) => ({ ...it, kind: 'smashable' })),
...(level.bonusItems || []).map((it) => ({ ...it, kind: 'bonus' })),
],
source,
};
// Mirror the imported fields into the shared metadata so edits to name/id/
// kids in the Level Details form are reflected in the re-export.
state.metadata = {
id: state.imported.metadata.id,
name: state.imported.metadata.name,
description: state.imported.metadata.description,
kidsAboard: state.imported.metadata.kidsAboard,
timeLimit: state.imported.metadata.timeLimit,
};
state.items = state.imported.items.map((it) => ({ ...it }));
buildMetadataForm(); // reflect the imported id/name/description/kids in the form
importStatusEl.hidden = false;
importStatusEl.style.color = '#2c8f3c';
importStatusEl.textContent = `Loaded ${state.imported.metadata.id} \u2014 \"${state.imported.metadata.name}\" from ${source}.`;
render();
}
function clearImported() {
state.imported = null;
// "Start a new level" = full reset to the blank-canvas defaults, so the
// imported level's items/metadata don't bleed into the fresh level.
state.items = [];
state.selectedIndex = null;
state.sequence = [{ type: 'flat', width: SECTION_WIDTH, vScale: 1, smooth: false }];
state.metadata = { id: 'levelCustom', name: 'New Level', description: '', kidsAboard: 3 };
importStatusEl.hidden = true;
importStatusEl.textContent = '';
importSelectEl.value = '';
if (importFileEl) importFileEl.value = '';
buildMetadataForm();
render();
}
function isImported() {
return state.imported !== null;
}
function setSectionsLocked(locked) {
for (const el of document.querySelectorAll('[data-section-locked]')) {
el.classList.toggle('is-locked', locked);
}
}
function buildPalette() {
paletteEl.innerHTML = '';
for (const { id, label } of SECTION_TYPES) {
const btn = document.createElement('button');
btn.className = 'palette-btn';
btn.textContent = label;
btn.addEventListener('click', () => {
state.sequence.push({ type: id, width: SECTION_WIDTH, vScale: 1, smooth: false });
render();
});
paletteEl.appendChild(btn);
}
}
// --- Smashable items ---------------------------------------------------
const ITEM_TYPES = [
{ id: 'tv', label: 'TV' },
{ id: 'chair', label: 'Chair' },
{ id: 'cone', label: 'Cone' },
];
const ITEM_COLORS = { tv: '#4a90d9', chair: '#d9a04a', cone: '#d96a4a' };
const ITEM_ICONS = { tv: 'TV', chair: 'CH', cone: 'CO' };
// The real spritesheet, loaded directly as an for the preview map
// (frames: 0 TV, 1 smashed TV, 2 chair, 3 smashed chair, 4 cone, 5 smashed
// cone - 64x64 cells, same order as ITEM_TYPES pairs above). The circle
// fallback in drawPreview covers the brief moment before it finishes loading
// and any file:// context where the image is blocked.
const ITEM_SPRITE = new Image();
ITEM_SPRITE.src = 'assets/sprites/smash-items.png';
const ITEM_SPRITE_FRAMES = { tv: 0, chair: 2, cone: 4 };
const ITEM_SPRITE_CELL = 64;
// Bonus items ("Placeables" toggle -> "Bonus items"): float-only collectible
// prizes - CTC box / guitar / cash / flour. See BonusItemManager.js in the
// game for the type/frame/color table; frames here are the BONUS frame of
// each pair (0 CTC, 3 guitar, 6 cash, 9 flour).
const BONUS_TYPES = [
{ id: 'ctc', label: 'CTC Box' },
{ id: 'guitar', label: 'Guitar' },
{ id: 'cash', label: 'Cash' },
{ id: 'flour', label: 'Flour' },
];
const BONUS_COLORS = { ctc: '#e0a040', guitar: '#4b9a45', cash: '#b3ad9c', flour: '#cbb58e' };
const BONUS_ICONS = { ctc: 'CT', guitar: 'GT', cash: '$', flour: 'FL' };
const BONUS_SPRITE = new Image();
BONUS_SPRITE.src = 'assets/sprites/bonus-items.png';
const BONUS_SPRITE_FRAMES = { ctc: 0, guitar: 3, cash: 6, flour: 9 };
// Samples the terrain surface Y (highest ground) at a given world X - used
// to draw the "falls to here" drop line for gravity-mode items in the
// preview. Same "first segment whose x-span contains X" logic the physics
// engine effectively applies when the item settles.
function terrainSurfaceY(levelData, x) {
let best = Infinity;
for (const segment of levelData.terrain) {
const pts = segment.points;
for (let i = 0; i < pts.length - 1; i++) {
const a = pts[i];
const b = pts[i + 1];
const lo = Math.min(a.x, b.x);
const hi = Math.max(a.x, b.x);
if (x < lo || x > hi) continue;
const t = (b.x === a.x) ? 0 : (x - a.x) / (b.x - a.x);
best = Math.min(best, a.y + (b.y - a.y) * t);
}
}
return best;
}
function buildItemsForm() {
itemsFormEl.innerHTML = '';
const fieldset = document.createElement('div');
fieldset.style.display = 'flex';
fieldset.style.flexWrap = 'wrap';
fieldset.style.gap = '16px';
itemsFormEl.appendChild(fieldset);
// --- Placeable kind toggle: smashables (TV/chair/cone) vs bonus items
// (CTC/guitar/cash/flour). Only the relevant type+mode controls show below,
// and clicks on the preview place whichever kind is selected.
const kindRadios = [];
for (const kind of ['smashable', 'bonus']) {
const radio = document.createElement('input');
radio.type = 'radio';
radio.name = 'placeable-kind';
radio.value = kind;
radio.id = `placeable-kind-${kind}`;
if (kind === state.kind) radio.checked = true;
radio.addEventListener('change', () => {
state.kind = kind;
render();
});
const label = document.createElement('label');
label.className = 'checkbox-row';
label.append(radio, kind === 'smashable' ? 'Smashables (TV / Chair / Cone)' : 'Bonus items (CTC / Guitar / Cash / Flour)');
kindRadios.push(label);
}
const kindWrap = document.createElement('div');
kindWrap.className = 'size-field';
kindWrap.append('Placeable kind', ...kindRadios);
fieldset.appendChild(kindWrap);
if (state.kind === 'smashable') {
const typeSelect = document.createElement('select');
typeSelect.id = 'items-type';
for (const t of ITEM_TYPES) {
const opt = document.createElement('option');
opt.value = t.id;
opt.textContent = t.label;
if (t.id === state.itemsType) opt.selected = true;
typeSelect.appendChild(opt);
}
typeSelect.addEventListener('change', () => {
state.itemsType = typeSelect.value;
render();
});
const typeWrap = document.createElement('label');
typeWrap.className = 'size-field';
typeWrap.append('Item type', typeSelect);
fieldset.appendChild(typeWrap);
const modeRadios = [];
for (const mode of ['float', 'gravity']) {
const radio = document.createElement('input');
radio.type = 'radio';
radio.name = 'items-mode';
radio.value = mode;
radio.id = `items-mode-${mode}`;
if (mode === state.itemsMode) radio.checked = true;
radio.addEventListener('change', () => {
state.itemsMode = mode;
render();
});
const label = document.createElement('label');
label.className = 'checkbox-row';
label.append(radio, mode === 'float' ? 'Float (stays where placed)' : 'Gravity (falls to the ground)');
modeRadios.push(label);
}
const modeWrap = document.createElement('div');
modeWrap.className = 'size-field';
modeWrap.append('Placement mode', ...modeRadios);
fieldset.appendChild(modeWrap);
} else {
const typeSelect = document.createElement('select');
typeSelect.id = 'bonus-type';
for (const t of BONUS_TYPES) {
const opt = document.createElement('option');
opt.value = t.id;
opt.textContent = t.label;
if (t.id === state.bonusType) opt.selected = true;
typeSelect.appendChild(opt);
}
typeSelect.addEventListener('change', () => {
state.bonusType = typeSelect.value;
render();
});
const typeWrap = document.createElement('label');
typeWrap.className = 'size-field';
typeWrap.append('Item type', typeSelect);
fieldset.appendChild(typeWrap);
const floatNote = document.createElement('div');
floatNote.className = 'size-field';
floatNote.style.color = '#9aa7bb';
floatNote.style.fontSize = '12px';
floatNote.textContent = 'Placement mode: always Float (bonus items can only float)';
fieldset.appendChild(floatNote);
}
const hint = document.createElement('p');
hint.style.margin = '8px 0 0';
hint.style.color = '#9aa7bb';
hint.style.fontSize = '12px';
hint.textContent = state.kind === 'smashable'
? 'Pick a type + mode, then click anywhere on the Preview map above to place the item there. Click a placed item in the list to delete it.'
: 'Pick a type, then click anywhere on the Preview map above to place the bonus item there (it floats exactly where placed). Click a placed item in the list to delete it.';
itemsFormEl.appendChild(hint);
}
// What a click on the preview map should place right now, based on the
// "Placeable kind" toggle (see buildItemsForm).
function placementSpec() {
if (state.kind === 'bonus') {
return { kind: 'bonus', type: state.bonusType };
}
return { kind: 'smashable', type: state.itemsType, mode: state.itemsMode };
}
function itemLabel(item, index) {
const t = (item.kind === 'bonus' ? BONUS_TYPES : ITEM_TYPES).find((x) => x.id === item.type);
const modePart = item.kind === 'bonus' ? 'bonus/float' : item.mode;
return `${index + 1}. ${t ? t.label : item.type} @ (${Math.round(item.x)}, ${Math.round(item.y)}) [${modePart}]`;
}
function buildItemsList() {
itemsListEl.innerHTML = '';
if (state.items.length === 0) {
const empty = document.createElement('div');
empty.style.color = '#9aa7bb';
empty.style.fontSize = '12px';
empty.textContent = 'No items placed yet.';
itemsListEl.appendChild(empty);
return;
}
state.items.forEach((item, index) => {
const el = document.createElement('div');
el.className = 'item-row';
el.style.cssText = 'display:flex;align-items:center;gap:8px;cursor:pointer;padding:6px 10px;background:#1a2236;border:1px solid #2c374f;border-radius:4px;';
const dot = document.createElement('span');
const color = item.kind === 'bonus' ? BONUS_COLORS[item.type] : ITEM_COLORS[item.type];
dot.style.cssText = `width:10px;height:10px;border-radius:50%;background:${color || '#888'};flex:none;`;
const text = document.createElement('span');
text.textContent = itemLabel(item, index);
const del = document.createElement('span');
del.textContent = '\u2715';
del.style.cssText = 'margin-left:auto;cursor:pointer;color:#c0392b;';
el.title = 'Click to delete';
el.addEventListener('click', () => {
state.items.splice(index, 1);
render();
});
el.append(dot, text, del);
itemsListEl.appendChild(el);
});
}
// Rebase item refIndex references after sequence reordering - track item
// indexes shift when sections move, so keep items attached to their section.
function rebaseItemRefs(oldToNew) {
for (const item of state.items) {
if (oldToNew.has(item.refIndex)) item.refIndex = oldToNew.get(item.refIndex);
}
}
function buildMetadataForm() {
metadataFormEl.innerHTML = '';
const makeField = (labelText, inputEl) => {
const label = document.createElement('label');
label.textContent = labelText;
label.appendChild(inputEl);
metadataFormEl.appendChild(label);
return inputEl;
};
const idInput = document.createElement('input');
idInput.type = 'text';
idInput.value = state.metadata.id;
idInput.addEventListener('input', () => {
state.metadata.id = idInput.value;
render();
});
makeField('Level ID', idInput);
const nameInput = document.createElement('input');
nameInput.type = 'text';
nameInput.value = state.metadata.name;
nameInput.addEventListener('input', () => {
state.metadata.name = nameInput.value;
render();
});
makeField('Name', nameInput);
const descInput = document.createElement('input');
descInput.type = 'text';
descInput.value = state.metadata.description;
descInput.addEventListener('input', () => {
state.metadata.description = descInput.value;
render();
});
makeField('Description', descInput);
const kidsInput = document.createElement('input');
kidsInput.type = 'number';
kidsInput.min = '1';
kidsInput.max = String(BUS.maxSeats);
kidsInput.value = String(state.metadata.kidsAboard);
kidsInput.addEventListener('input', () => {
const n = clamp(parseInt(kidsInput.value, 10) || 1, 1, BUS.maxSeats);
state.metadata.kidsAboard = n;
render();
});
makeField(`Kids Aboard (max ${BUS.maxSeats})`, kidsInput);
}
function clamp(n, min, max) {
return Math.max(min, Math.min(max, n));
}
function sizeSuffix(section) {
const parts = [];
if (section.width !== SECTION_WIDTH) parts.push(`${Math.round(section.width)}w`);
if (!FLAT_LIKE_TYPES.has(section.type) && section.vScale !== 1) parts.push(`${section.vScale.toFixed(2)}x`);
if (section.smooth) parts.push('smooth');
return parts.length ? ` (${parts.join(', ')})` : '';
}
function buildTrack() {
trackEl.innerHTML = '';
state.sequence.forEach((section, index) => {
const item = document.createElement('div');
item.className = 'track-item';
if (index === state.selectedIndex) item.classList.add('selected');
if (index === 0) item.classList.add('locked');
item.textContent = `${index + 1}. ${labelFor(section.type)}${sizeSuffix(section)}${index === 0 ? ' (locked)' : ''}`;
item.addEventListener('click', () => {
state.selectedIndex = index;
render();
});
trackEl.appendChild(item);
});
}
function updateTrackControls() {
const i = state.selectedIndex;
const locked = i === 0;
moveLeftBtn.disabled = i === null || i <= 1;
moveRightBtn.disabled = i === null || locked || i === state.sequence.length - 1;
removeBtn.disabled = i === null || locked;
}
function updateSizePanel() {
const i = state.selectedIndex;
if (i === null) {
sizePanelEl.hidden = true;
return;
}
sizePanelEl.hidden = false;
const section = state.sequence[i];
widthRangeEl.value = String(section.width);
widthNumberEl.value = String(Math.round(section.width));
const vScaleDisabled = FLAT_LIKE_TYPES.has(section.type);
vscaleRangeEl.disabled = vScaleDisabled;
vscaleNumberEl.disabled = vScaleDisabled;
vscaleRangeEl.value = String(section.vScale);
vscaleNumberEl.value = section.vScale.toFixed(2);
// Smoothing blends into the seam with the *previous* section - the
// leading section has none, so there's nothing for it to do there.
smoothCheckboxEl.disabled = i === 0;
smoothCheckboxEl.checked = section.smooth;
}
function setSelectedWidth(value) {
const i = state.selectedIndex;
if (i === null) return;
state.sequence[i].width = clamp(value, SECTION_WIDTH_MIN, SECTION_WIDTH_MAX);
render();
}
function setSelectedVScale(value) {
const i = state.selectedIndex;
if (i === null) return;
state.sequence[i].vScale = clamp(value, SECTION_VSCALE_MIN, SECTION_VSCALE_MAX);
render();
}
widthRangeEl.addEventListener('input', () => setSelectedWidth(parseFloat(widthRangeEl.value)));
widthNumberEl.addEventListener('change', () => setSelectedWidth(parseFloat(widthNumberEl.value) || SECTION_WIDTH));
vscaleRangeEl.addEventListener('input', () => setSelectedVScale(parseFloat(vscaleRangeEl.value)));
vscaleNumberEl.addEventListener('change', () => setSelectedVScale(parseFloat(vscaleNumberEl.value) || 1));
smoothCheckboxEl.addEventListener('change', () => {
const i = state.selectedIndex;
if (i === null) return;
state.sequence[i].smooth = smoothCheckboxEl.checked;
render();
});
moveLeftBtn.addEventListener('click', () => {
const i = state.selectedIndex;
if (i === null || i <= 1) return;
const oldToNew = new Map();
oldToNew.set(i, i - 1);
oldToNew.set(i - 1, i);
[state.sequence[i - 1], state.sequence[i]] = [state.sequence[i], state.sequence[i - 1]];
state.selectedIndex = i - 1;
rebaseItemRefs(oldToNew);
render();
});
moveRightBtn.addEventListener('click', () => {
const i = state.selectedIndex;
if (i === null || i === 0 || i === state.sequence.length - 1) return;
const oldToNew = new Map();
oldToNew.set(i, i + 1);
oldToNew.set(i + 1, i);
[state.sequence[i + 1], state.sequence[i]] = [state.sequence[i], state.sequence[i + 1]];
state.selectedIndex = i + 1;
rebaseItemRefs(oldToNew);
render();
});
removeBtn.addEventListener('click', () => {
const i = state.selectedIndex;
if (i === null || i === 0) return;
state.sequence.splice(i, 1);
state.selectedIndex = null;
// Items referenced removed/shifted sections keep their position (they were
// placed in world space anyway) but their refIndex is now meaningless -
// clamp it to a valid index for display purposes only.
for (const item of state.items) {
if (item.refIndex >= state.sequence.length) item.refIndex = state.sequence.length - 1;
else if (item.refIndex > i) item.refIndex -= 1;
}
render();
});
// --- Preview -----------------------------------------------------------
const PADDING = 40;
const H_PX_PER_UNIT = 0.12;
const MIN_CANVAS_HEIGHT = 260;
function computeBounds(levelData) {
let minX = Infinity;
let maxX = -Infinity;
let minY = Infinity;
let maxY = -Infinity;
for (const segment of levelData.terrain) {
for (const p of segment.points) {
minX = Math.min(minX, p.x);
maxX = Math.max(maxX, p.x);
minY = Math.min(minY, p.y);
maxY = Math.max(maxY, p.y);
}
}
minX = Math.min(minX, levelData.startPosition.x);
maxX = Math.max(maxX, levelData.goal.x + levelData.goal.width / 2);
minY = Math.min(minY, levelData.startPosition.y - 100, levelData.goal.y - levelData.goal.height / 2);
maxY = Math.max(maxY, levelData.goal.y + levelData.goal.height / 2);
return { minX, maxX, minY, maxY };
}
function drawPreview(levelData) {
const { minX, maxX, minY, maxY } = computeBounds(levelData);
const contentWidth = Math.max(1, maxX - minX);
const contentHeight = Math.max(1, maxY - minY);
// One scale factor for both axes - the actual game (Terrain.js) always
// scales X and Y identically (everything just multiplies by WORLD_SCALE),
// so fitting height to a fixed canvas box with its own independently
// derived vertical scale (the old behavior) stretched or squashed every
// incline/hill relative to how it actually plays. Height now just follows
// from content height at the same scale, with a floor so a nearly-flat
// level doesn't render as a sliver.
const width = Math.max(600, Math.round(contentWidth * H_PX_PER_UNIT) + PADDING * 2);
const height = Math.max(MIN_CANVAS_HEIGHT, Math.round(contentHeight * H_PX_PER_UNIT) + PADDING * 2);
previewCanvas.width = width;
previewCanvas.height = height;
const screenX = (worldX) => (worldX - minX) * H_PX_PER_UNIT + PADDING;
const screenY = (worldY) => (worldY - minY) * H_PX_PER_UNIT + PADDING;
const ctx = previewCanvas.getContext('2d');
ctx.fillStyle = '#0b0e14';
ctx.fillRect(0, 0, width, height);
levelData.terrain.forEach((segment, i) => {
const pts = segment.points;
ctx.beginPath();
ctx.moveTo(screenX(pts[0].x), height);
for (const p of pts) ctx.lineTo(screenX(p.x), screenY(p.y));
ctx.lineTo(screenX(pts[pts.length - 1].x), height);
ctx.closePath();
ctx.fillStyle = '#3c8f3c';
ctx.fill();
ctx.beginPath();
ctx.moveTo(screenX(pts[0].x), screenY(pts[0].y));
for (const p of pts) ctx.lineTo(screenX(p.x), screenY(p.y));
ctx.strokeStyle = '#2c6e2c';
ctx.lineWidth = 3;
ctx.stroke();
if (i < levelData.terrain.length - 1) {
const nextPts = levelData.terrain[i + 1].points;
const gx1 = screenX(pts[pts.length - 1].x);
const gx2 = screenX(nextPts[0].x);
const mid = (gx1 + gx2) / 2;
ctx.save();
ctx.setLineDash([6, 6]);
ctx.strokeStyle = '#f2c14e';
ctx.beginPath();
ctx.moveTo(mid, PADDING);
ctx.lineTo(mid, height - PADDING);
ctx.stroke();
ctx.restore();
ctx.fillStyle = '#f2c14e';
ctx.font = '12px monospace';
ctx.fillText('GAP', mid - 14, PADDING - 8);
}
});
const sx = screenX(levelData.startPosition.x);
const sy = screenY(levelData.startPosition.y);
ctx.fillStyle = '#ffe066';
ctx.beginPath();
ctx.arc(sx, sy, 8, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#1a1f29';
ctx.font = 'bold 12px monospace';
ctx.fillText('S', sx - 4, sy + 4);
// Cache the preview bounds for the click handler below (it inverts the
// same scale to map screen px back to world units).
previewBounds = { minX, minY };
const g = levelData.goal;
const gx = screenX(g.x);
const gyTop = screenY(g.y - g.height / 2);
const gyBottom = screenY(g.y + g.height / 2);
const gWidthPx = g.width * H_PX_PER_UNIT;
ctx.fillStyle = 'rgba(242, 193, 78, 0.25)';
ctx.fillRect(gx - gWidthPx / 2, gyTop, gWidthPx, gyBottom - gyTop);
ctx.strokeStyle = '#f2c14e';
ctx.lineWidth = 2;
ctx.strokeRect(gx - gWidthPx / 2, gyTop, gWidthPx, gyBottom - gyTop);
ctx.fillStyle = '#f2c14e';
ctx.font = '12px monospace';
ctx.fillText('GOAL', gx - 16, gyTop - 6);
// Placed placeables (smashables + bonus items): the real sprite frame at
// the placement point (same space as terrain/start/goal, so the
// click-to-place mapping below is exact). Smashable gravity items also get
// a dashed drop line down to the ground under that X - where they'll
// actually settle - with a small arrowhead. Bonus items are always float.
const itemDrawScale = 26; // px on the preview map, per 64px source cell
for (const item of state.items) {
const ix = screenX(item.x);
const iy = screenY(item.y);
const isBonus = item.kind === 'bonus';
const color = isBonus ? (BONUS_COLORS[item.type] || '#888') : (ITEM_COLORS[item.type] || '#888');
// Smashables in 'gravity' mode: the drop line (bonus items never do this -
// they always float exactly where placed).
if (!isBonus && item.mode === 'gravity') {
const groundY = terrainSurfaceY(levelData, item.x);
if (groundY !== Infinity) {
const gy = screenY(groundY);
ctx.save();
ctx.setLineDash([4, 4]);
ctx.strokeStyle = color;
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.moveTo(ix, iy + itemDrawScale / 2);
ctx.lineTo(ix, gy - 4);
ctx.stroke();
ctx.setLineDash([]);
// arrowhead
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(ix, gy);
ctx.lineTo(ix - 4, gy - 7);
ctx.lineTo(ix + 4, gy - 7);
ctx.closePath();
ctx.fill();
ctx.restore();
}
}
const frameTable = isBonus ? BONUS_SPRITE_FRAMES : ITEM_SPRITE_FRAMES;
const spriteTable = isBonus ? BONUS_SPRITE : ITEM_SPRITE;
const frame = frameTable[item.type];
if (spriteTable.complete && spriteTable.naturalWidth > 0 && frame !== undefined) {
const half = itemDrawScale / 2;
// float items get a light outline glow so they read as "held in place";
// gravity items rest on (or fall to) the ground, drawn as-is.
if (item.mode !== 'gravity') {
ctx.save();
ctx.strokeStyle = 'rgba(255,255,255,0.85)';
ctx.lineWidth = 1.5;
ctx.strokeRect(ix - half - 1, iy - half - 1, itemDrawScale + 2, itemDrawScale + 2);
ctx.restore();
}
// Both spritesheets share the same 64px cell size, so ITEM_SPRITE_CELL
// works for bonus frames too (no separate cell constant needed).
ctx.drawImage(
spriteTable,
frame * ITEM_SPRITE_CELL, 0, ITEM_SPRITE_CELL, ITEM_SPRITE_CELL,
ix - half, iy - half, itemDrawScale, itemDrawScale,
);
} else {
// Sprite not loaded (yet) - colored circle + letter, as before.
ctx.beginPath();
ctx.arc(ix, iy, 8, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.fill();
ctx.fillStyle = '#0b0e14';
ctx.font = 'bold 9px monospace';
const letters = isBonus ? BONUS_ICONS : ITEM_ICONS;
ctx.fillText(letters[item.type] || '??', ix - 4, iy + 3);
}
}
// If an item was just added (by the click handler that runs right after
// this draw), give it a one-frame highlight ring so the placement is
// visible even when it overlaps terrain.
if (state._lastPlacedItem) {
const it = state._lastPlacedItem;
const ix = screenX(it.x);
const iy = screenY(it.y);
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(ix, iy, 12, 0, Math.PI * 2);
ctx.stroke();
state._lastPlacedItem = null;
}
}
// --- Click-to-place items on the preview canvas -------------------------
// The preview canvas is the "map" the user clicks on. A click anywhere
// (except on an existing item, which deletes it) adds a new smashable item
// at that world position using the currently selected type + mode from the
// "Smashables" form above. The screen<->world mapping is the same
// H_PX_PER_UNIT scale drawPreview used, so a click at screen (sx, sy) maps
// to world ((sx - PADDING)/H_PX_PER_UNIT + minX, (sy - PADDING)/H_PX_PER_UNIT + minY).
let previewBounds = null; // set by drawPreview each render
previewCanvas.addEventListener('click', (e) => {
if (!currentLevelData || !previewBounds) return;
const rect = previewCanvas.getBoundingClientRect();
const sx = (e.clientX - rect.left) * (previewCanvas.width / rect.width);
const sy = (e.clientY - rect.top) * (previewCanvas.height / rect.height);
// Delete? If the click is within ~12px of an existing item, remove it.
for (let i = state.items.length - 1; i >= 0; i--) {
const it = state.items[i];
const ix = (it.x - previewBounds.minX) * H_PX_PER_UNIT + PADDING;
const iy = (it.y - previewBounds.minY) * H_PX_PER_UNIT + PADDING;
if (Math.hypot(sx - ix, sy - iy) <= 12) {
state.items.splice(i, 1);
render();
return;
}
}
// Otherwise: place a new item at this world position, using whatever the
// "Placeable kind" toggle is set to (see placementSpec).
const worldX = (sx - PADDING) / H_PX_PER_UNIT + previewBounds.minX;
const worldY = (sy - PADDING) / H_PX_PER_UNIT + previewBounds.minY;
const spec = placementSpec();
const item = {
kind: spec.kind,
type: spec.type,
...(spec.kind === 'smashable' ? { mode: spec.mode } : {}),
x: Math.round(worldX),
y: Math.round(worldY),
refIndex: state.selectedIndex !== null ? state.selectedIndex : 0,
};
state.items.push(item);
state._lastPlacedItem = item;
render();
});
// --- Import wiring -------------------------------------------------------
importSelectEl.addEventListener('change', () => {
const id = importSelectEl.value;
if (!id) return;
const level = LEVELS.find((l) => l.id === id);
if (!level) {
importStatusEl.hidden = false;
importStatusEl.style.color = '#c0392b';
importStatusEl.textContent = `No level with id "${id}".`;
return;
}
setImported(level, 'bundled levels');
});
importFileEl.addEventListener('change', async () => {
const file = importFileEl.files && importFileEl.files[0];
if (!file) return;
try {
const text = await file.text();
// Level files are ES modules (`export default {...}`). Parse the actual
// source as a module (not `new Function('return ...')`, which a leading
// `//` comment would swallow into the return) via a blob URL, then read
// its default export.
const blob = new Blob([text], { type: 'text/javascript' });
const url = URL.createObjectURL(blob);
let level;
try {
const mod = await import(url);
level = mod.default;
} finally {
URL.revokeObjectURL(url);
}
if (!level || typeof level !== 'object') throw new Error('not a level object');
setImported(level, file.name);
} catch (err) {
importStatusEl.hidden = false;
importStatusEl.style.color = '#c0392b';
importStatusEl.textContent = `Could not read ${file.name}: ${err.message}`;
}
});
clearLevelBtn.addEventListener('click', () => {
clearImported();
});
// --- Export --------------------------------------------------------------
let currentLevelData = null;
downloadBtn.addEventListener('click', () => {
if (!currentLevelData) return;
const source = exportLevelToSource(currentLevelData);
const blob = new Blob([source], { type: 'text/javascript' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `${currentLevelData.id || 'levelCustom'}.js`;
document.body.appendChild(a);
a.click();
a.remove();
URL.revokeObjectURL(url);
});
// --- Render loop -----------------------------------------------------------
function render() {
setSectionsLocked(isImported());
clearLevelBtn.disabled = !isImported();
buildTrack();
updateTrackControls();
updateSizePanel();
buildItemsList();
// The Placeables form depends on state.kind (which type/mode controls show
// for the currently-selected placeable kind), so rebuild it on every
// render - the kind toggle's own change handler calls render() too.
buildItemsForm();
if (isImported()) {
// Imported level: render its own exact terrain (plus the editable goal,
// start, and placeables) instead of regenerating from the (locked)
// sequence. Placeables get split into the two level arrays the game
// expects (items / bonusItems) the same way buildLevelData does.
const imp = state.imported;
currentLevelData = {
id: state.metadata.id,
name: state.metadata.name,
description: state.metadata.description,
kidsAboard: state.metadata.kidsAboard,
timeLimit: state.metadata.timeLimit,
startPosition: imp.metadata.startPosition,
startAngle: imp.metadata.startAngle,
terrain: imp.terrain,
obstacles: imp.metadata.obstacles || [],
...splitPlaceables(state.items),
goal: imp.metadata.goal,
cameraBounds: imp.metadata.cameraBounds,
};
} else {
currentLevelData = buildLevelData(state.sequence, state.metadata, state.items);
}
if (!currentLevelData) {
previewScrollEl.innerHTML = '