Brings in scripted flight paths for special stage enemies (GAL-40) on
top of the high-score persistence work (GAL-56) already on main.
Conflict resolution:
- src/game_state.rs, src/systems.rs: kept HEAD's imports — they are a
superset that includes HighScore/persistence; the incoming branch's
changes were just import-formatting that HEAD had already adopted.
- src/resources.rs: kept both — HEAD's HighScore resource and the
incoming flight_patterns test module are independent additions.
Reset Score, PlayerLives, CurrentStage, and FormationState resources
when restarting from GameOver. Extend cleanup_game_entities to also
despawn Explosion entities.
Adds bevy as a dev-dependency with the `debug` feature so that
`cargo test` builds with system-name diagnostics enabled, while
release/run builds remain unaffected.
Add check_high_score system on GameEnter, insert HighScore resource
loaded from disk at startup, display best score on Start Menu and
Game Over screens.
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
Flesh out the 14 still-open issues (GAL-34/35/36/37, 40/41, 43, 46/47/48/49,
52/53/55) with explicit acceptance criteria and concrete integration test
hints that reference existing types and headless tooling, so future work
on these tickets has a clear definition of done.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Convert the flat TODO.md into a TODO/ folder where each GAL-N issue is
its own Linear-style markdown document with YAML frontmatter (id, title,
status, parent, labels), and add a README index grouped by section.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Every 3rd stage (3, 6, 9, ...) is now a special stage with no enemy
dive attacks and no enemy shooting. Enemies still spawn in the default
grid formation (32 enemies) but remain in formation without attacking.
Changes:
- Add SPECIAL_STAGE_INTERVAL constant and is_special_stage() function
- Add special_stage config to StageConfigurations with empty attack_patterns
- Modify for_stage() to route special stages to special config
- Guard enemy_shoot system to skip shooting during special stages
- Show '*' suffix in window title for special stages
Refs: GAL-39
Boss enemies now award 300 points instead of the same 100 as
Grunts. The scoring match in check_bullet_collisions already
routed by EnemyType; only the BOSS_POINTS constant was wrong.
Refs: GAL-27
Net -311 lines (1075 → 764). Build clean, clippy clean, 8 tests pass,
headless render verified.
Highlights:
- player.rs: bug fix in handle_captured_player — was cloning captured.timer
and ticking the clone, never the real timer. Consolidated kill_player as
pub(crate) helper (was duplicated across 3 sites). Switched from ParamSet
to two disjoint Queries.
- enemy.rs: extracted step_attacker(), spawn_beam_visual(), end_beam(),
pick_pattern() helpers — move_enemies is no longer 3-deep nested matches,
beam cleanup no longer duplicated. Fixed SwoopDive overshoot check (was
using already-applied movement). Mid-file `use` hoisted to top.
- resources.rs: added StageConfigurations::for_stage() helper (was repeated
4×); FormationState/Score/CurrentStage now Default; extracted
circle_formation() helper.
- stage.rs: replaced raw world: &mut World access with ordinary ResMut
system params (no need — resource types are disjoint).
- game_state.rs: cleanup queries collapsed via Or<…> filters; dropped dead
RestartMessage cleanup from cleanup_game_entities; button colors
extracted as constants.
- bullet.rs: reuses kill_player; introduced GRUNT_POINTS/BOSS_POINTS with
TODO referencing GAL-27.
- lib.rs: init_resource::<T>() for Default-implementing resources.
- Removed unused TRACTOR_BEAM_COLOR constant.
- Replaced per-frame println! debug spam with targeted info!/warn!.
- Stripped noise comments that restated what the code does.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Audit revealed Boss and Grunt both award 100 points (bullet.rs:48-51),
contradicting GAL-27's "different points" requirement. Added breakdown
sub-items to track what's done (colors, behaviors) vs. what's missing.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Expose a `nix run .#take-screenshots` app that runs a binary inside an
Xvfb display with lavapipe software Vulkan and captures PNG snapshots
via ImageMagick. Useful for smoke-testing the Bevy renderer in
environments without a GPU (CI, sandboxed shells, agents).
Usage:
nix run .#take-screenshots -- EXE NUM DELAY_START PAUSE_INBETWEEN [OUTPUT_DIR]
The script picks the first free :N >= 99, locates the lavapipe ICD via
pkgs.mesa with a fallback to /run/opengl-driver (NixOS), reuses the
dev shell's runtimeLibs in LD_LIBRARY_PATH, and traps EXIT for cleanup.
README updated with usage and a worked example.
Move the App setup and module declarations from src/main.rs into a new
src/lib.rs that exposes a single pub fn run(). src/main.rs becomes a
three-line entry point that calls bglga::run(). This is the standard
Bevy-book pattern and lets the game logic be consumed as a library
(e.g. for integration tests, headless tooling, or alternate entry
points) without duplicating the App wiring.
Also gate update_tractor_beam_visual with
run_if(any_with_component::<TractorBeam>) so the system only runs while
a boss has an active tractor beam, instead of every Update tick.
Add Without<TractorBeamSprite> filter to boss_query so Bevy's parallel
access checker can prove the &Transform read on bosses and the
&mut Transform write on beam-sprite children target disjoint entity
sets. Without it, the system panicked on first run with a B0001
"conflicts with a previous system parameter" error.
Replace the single static rectangle with a 2-layer beam (outer glow +
inner core) and sinusoidal opacity pulse. Add per-frame beam height
tracking to follow boss position. Include 8 unit tests for pure math
functions (beam height calculation, pulse alpha).
Refs: GAL-33
Spawn expanding/fading orange explosion effects when enemies or
the player are destroyed. Explosions scale from 15x15 to 50x50
over 0.4s while fading from full opacity to transparent, then
auto-despawn.
Integration points:
- Enemy killed by player bullet (bullet.rs)
- Player hit by enemy bullet (bullet.rs)
- Player collides with enemy (player.rs) - both explode
- Captured player released (player.rs)
Refs: GAL-44
Add 150 stars with randomized positions, sizes, speeds, and brightness.
Stars scroll downward with parallax depth effect and wrap around at
screen edges. Also fixes Bevy 0.13 API issues in game_state.rs
(KeyCode::R → KeyR, Input → ButtonInput).
- Add StartMenu as the default game state
- Create StartMenuUI and StartButton components
- Implement menu UI with BGLGA title and Start Game button
- Add button interaction system with hover effects
- Set up proper state transitions from menu to game
- Update TODO.md to mark task as completed
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
This commit introduces a new mechanic where boss enemies can use a tractor beam to capture the player.
Key changes:
- Bosses can now fire a tractor beam that targets the player.
- If the player is caught in the beam for a certain duration, they are "captured".
- Captured players are carried by the boss as it returns to its formation.
- If the boss is destroyed while carrying a player, the player is freed.
- If the player is captured, they lose a life and respawn.
- Refactored player and enemy systems to handle the new capture logic and states.
- Added GEMINI.md and CLAUDE.md to track assistant configurations.