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>
25 lines
1.4 KiB
Markdown
25 lines
1.4 KiB
Markdown
---
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id: GAL-40
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title: Design intricate flight patterns for non-shooting enemies
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status: Todo
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parent: GAL-38
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labels: [gameplay, advanced-mechanics]
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---
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# GAL-40: Design and implement intricate flight patterns for enemies that do not shoot
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Design and implement intricate flight patterns for enemies that do not shoot.
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## Acceptance criteria
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- [ ] On a special stage (`is_special_stage(stage_number) == true`), enemies follow scripted curved paths (e.g. spline / Bezier / Lissajous), not the formation flow.
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- [ ] These enemies do **not** call `enemy_shoot` and never spawn `EnemyBullet`.
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- [ ] Enemies despawn when their path reaches its end off-screen.
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- [ ] At least 2 distinct path shapes used in a single special stage for visual variety.
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- [ ] Difficulty / pattern parameters live in `StageConfigurations` (or a new resource) so future stages can compose them.
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## Integration test hints
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- 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).
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- 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).
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- 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.
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