# VB Doom Level Editor Browser-based level editor for VB Doom. Edit maps in a top-down grid and export C code that fits the game's raycaster format. ## How to use 1. **Open** `web-editor/index.html` in a browser (no server required; open the file directly). 2. **Map size**: Choose **32×32**, **48×32**, **64×32**, **48×48**, or **64×64**. The grid resizes; export uses the chosen width and height. 3. **Paint walls**: Select a brush (0=empty, 1=STARTAN, 2=STONE, 3=TECH, 4=DOOR, 5=SWITCH, 6–8=secret doors, 9–11=key doors). Click or drag on the grid to paint. 4. **Spawn & entities**: - Click **Spawn 1** (or **Spawn 2**), then click a cell to place the player (or player 2) start. - Choose an **Enemy** type, then click a cell to place one. - Choose a **Pickup** type, then click a cell to place one. 5. **Doors**: Place tiles 4 (normal door), 6/7/8 (secret doors), or 9/10/11 (key doors). In the Doors list, set **N-S** or **E-W** for each door (wall direction: N-S = corridor runs east–west; E-W = corridor runs north–south). If a door won't open in-game, stand right in front of it and press Use; the game also activates doors by the tile in front of the player. Export includes orientation as comments. 6. **Switches**: Place tile 5 (switch). In the right panel, set each switch to **EXIT** or **Open Door N**. Export generates `registerSwitch(tx, ty, SW_EXIT, 0)` or `registerSwitch(tx, ty, SW_DOOR, doorIndex)`. 7. **Export**: Enter a **Level ID** (e.g. `e1m4`). Click **Export C** to get map array, spawn defines, `initEnemies`/`initPickups` stubs, and the exact `registerDoor`/`registerSwitch` calls to paste into the project. Use **Save as <levelId>.h** to download only the map + spawn defines (for the `.h` file); paste the init functions from the export text into `enemy.c` and `pickup.c`. ## Game limits (editor enforces these) The editor shows **counts and caps** next to Entities, Doors, and Switches (e.g. **Enemies: 5 / 21**). You cannot add more than the game supports; a toast message appears if you hit a limit. To support more, increase the corresponding constant in the game and in the editor’s `GAME_LIMITS` in `editor.js`. | Limit | Default | Defined in | |-------|---------|------------| | Enemies | 21 | `enemy.h` → `MAX_ENEMIES` | | Pickups | 16 | `pickup.h` → `MAX_PICKUPS` | | Doors | 24 | `door.h` → `MAX_DOORS` | | Switches | 4 | `door.h` → `MAX_SWITCHES` | When loading a JSON that has more entities than the caps, the editor trims to the cap and shows a toast. ## Tile set | Value | Name | Notes | |-------|------|--------| | 0 | Empty | Walkable | | 1 | STARTAN | Brick wall | | 2 | STONE | Stone wall | | 3 | TECH | Tech wall | | 4 | DOOR | Normal door (opens when activated) | | 5 | SWITCH | Activatable (exit or opens a door) | | 6 | Secret (brick) | Looks like brick, opens like door | | 7 | Secret (stone) | Looks like stone, opens like door | | 8 | Secret (tech) | Looks like tech, opens like door | | 9 | Key door (red) | Requires red key (when implemented) | | 10 | Key door (yellow) | Requires yellow key | | 11 | Key door (blue) | Requires blue key | Switches can open any door (including secret doors 6–8) to reveal secret areas. Use **SW_DOOR** and the door index from the Doors list. ## Where to put exported files - **Map + defines**: Save as e.g. `src/vbdoom/assets/doom/e1m4.h` (or `.c`). - **Include**: In `RayCasterData.h`, add `#include "../assets/doom/e1m4.h"` after the other level includes. - **Enemies**: Paste `initEnemiesE1M4()` (or your level id) into `enemy.c`; declare in `enemy.h`. - **Pickups**: Paste `initPickupsE1M4()` into `pickup.c`; declare in `pickup.h`. ## Integrating a new level in the game 1. **RayCasterData.h**: Add `#include "../assets/doom/e1m4.h"` (or your level file). 2. **gameLoop.c** in `loadLevel()`: - Add `else if (levelNum == 4) { ... }` (or your level number). - `copymem((u8*)g_map, (u8*)e1m4_map, MAP_CELLS);` (or `1024` for 32×32 then zero-fill: `for (i = 1024; i < MAP_CELLS; i++) ((u8*)g_map)[i] = 0;`). - Set `fPlayerX`, `fPlayerY`, `fPlayerAng` from `E1M4_SPAWN_X`, `E1M4_SPAWN_Y`, and spawn angle. - Call `initDoors()`, then all `registerDoor(tx, ty)` and `registerSwitch(tx, ty, type, link)` from the export. - Call `initEnemiesE1M4()` and `initPickupsE1M4()`. 3. **door.h**: Ensure `MAX_DOORS` and `MAX_SWITCHES` are at least as large as your level’s door/switch counts. 4. **Level transition**: In the same place where `currentLevel < 3` is checked, extend to your max level (e.g. `currentLevel < 6`); when the last level is completed, go to episode end or next episode. 5. **Map size**: If the game is built with **64×64** (`MAP_X`/`MAP_Y` in `RayCaster.h`), levels smaller than 64×64 should copy only their bytes (e.g. 1024 for 32×32) then zero the rest of `g_map`. The editor export comment reminds you of this. ## First-person preview The editor does not include a first-person raycaster preview. You can approximate layout from the top-down grid; test in the game or add a simple 2D raycaster in JS later if desired.