feat(gameplay): add scripted flight paths for special stage enemies
Add Lissajous and cubic Bezier path types for enemies on special stages (every 3rd level). Path-following enemies spawn with ScriptedPath marker and FollowingPath state, move along parametric curves, and despawn when their path ends off-screen. Key changes: - New flight_paths module with pure path evaluation (Lissajous + Bezier) - ScriptedPath marker component and FollowingPath EnemyState variant - flight_patterns field on StageConfigurations for composable path data - Special stage spawn branch in spawn_enemies() with stagger delays - Path-following movement in move_enemies() with delay gating and despawn - Formation complete early return for special stages - Without<ScriptedPath> filter on attacking_query to prevent double-processing - 13 new unit tests for path evaluation and data contracts Refs: GAL-40
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9 changed files with 526 additions and 16 deletions
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@ -110,7 +110,10 @@ fn for_stage_returns_normal_config_at_stage_4() {
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fn special_stage_has_full_formation() {
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let configs = StageConfigurations::default();
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let config = configs.for_stage(3);
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assert_eq!(config.enemy_count, 32, "Special stage should have 32 enemies");
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assert_eq!(
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config.enemy_count, 32,
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"Special stage should have 32 enemies"
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);
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assert_eq!(
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config.formation_layout.positions.len(),
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32,
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