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
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>
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>