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.
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>
Adds a player lives system with respawning and temporary invincibility.
- Introduces resource (starts at 3).
- Modifies player-enemy collision to decrement lives and despawn player.
- Implements for delayed respawn.
- Adds component with a timer for post-respawn protection, including a blinking visual effect.
- Updates window title dynamically to show remaining lives.
Reverted collision detection from (due to build errors)
back to using .
Fixed several borrow checker (E0499, E0596) and type mismatch (E0308)
errors encountered during implementation, primarily within the
system.
Added conditions for systems like shooting, collision checking,
and respawning.
Updates README.md to reflect the current state and completed TODO item.