diff --git a/TODO/GAL-38.md b/TODO/GAL-38.md index 6c999c8..c1d0e48 100644 --- a/TODO/GAL-38.md +++ b/TODO/GAL-38.md @@ -13,5 +13,5 @@ Special stages every few levels with intricate non-shooting flight patterns and ## Sub-issues - [x] [GAL-39](GAL-39.md) — Implement a special stage type (e.g., every 3-4 levels). -- [ ] [GAL-40](GAL-40.md) — Design and implement intricate flight patterns for enemies that do not shoot. +- [x] [GAL-40](GAL-40.md) — Design and implement intricate flight patterns for enemies that do not shoot. - [ ] [GAL-41](GAL-41.md) — Award bonus points for destroying all enemies in the stage. diff --git a/TODO/GAL-40.md b/TODO/GAL-40.md index e48bc30..0679558 100644 --- a/TODO/GAL-40.md +++ b/TODO/GAL-40.md @@ -1,7 +1,7 @@ --- id: GAL-40 title: Design intricate flight patterns for non-shooting enemies -status: Todo + status: Done parent: GAL-38 labels: [gameplay, advanced-mechanics] --- @@ -12,14 +12,18 @@ Design and implement intricate flight patterns for enemies that do not shoot. ## Acceptance criteria -- [ ] On a special stage (`is_special_stage(stage_number) == true`), enemies follow scripted curved paths (e.g. spline / Bezier / Lissajous), not the formation flow. -- [ ] These enemies do **not** call `enemy_shoot` and never spawn `EnemyBullet`. -- [ ] Enemies despawn when their path reaches its end off-screen. -- [ ] At least 2 distinct path shapes used in a single special stage for visual variety. -- [ ] Difficulty / pattern parameters live in `StageConfigurations` (or a new resource) so future stages can compose them. +- [x] On a special stage (`is_special_stage(stage_number) == true`), enemies follow scripted curved paths (e.g. spline / Bezier / Lissajous), not the formation flow. +- [x] These enemies do **not** call `enemy_shoot` and never spawn `EnemyBullet`. +- [x] Enemies despawn when their path reaches its end off-screen. +- [x] At least 2 distinct path shapes used in a single special stage for visual variety. +- [x] Difficulty / pattern parameters live in `StageConfigurations` (or a new resource) so future stages can compose them. ## Integration test hints - Build a headless `App` with `CurrentStage = 3` (first special stage); tick for N seconds; assert: zero `EnemyBullet` entities ever spawned, all special-stage enemies eventually despawned (count returns to 0). - Snapshot the path: at fixed intervals record enemy `Transform.translation`; assert curvature (e.g. y is non-monotonic to prove it isn't a straight line). - Visual smoke test via `nix run .#take-screenshots -- ./target/debug/bglga 3 6 1 ./shots` after triggering a special stage; eyeball that paths look intentional. + +## Comments + +- 2026-05-07 — Branch `opencode/happy-rocket`, commit a0863b2 — Design and implement intricate flight patterns for enemies that do not shoot