48 lines
2.1 KiB
Markdown
48 lines
2.1 KiB
Markdown
# Workflow Summary
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**Run Timestamp:** 2026-05-06
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**Issue:** GAL-44: Add explosion animations/effects
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**Branch:** gal-44-add-explosion-effects
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**Final Commits:**
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- `2ff561e` feat: add explosion animations on entity destruction
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- `08838c3` chore(todo): update GAL-44 status and progress
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## Summary of Implementation
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Added explosion visual effects triggered at all entity destruction points. Explosions are orange sprites that expand from 15x15 to 50x50 pixels over 0.4 seconds while fading from full opacity to transparent, then auto-despawn.
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## Files Changed
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| File | Change |
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|------|--------|
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| `src/components.rs` | Added `Explosion` component with timer |
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| `src/constants.rs` | Added explosion constants (duration, sizes, color) |
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| `src/systems.rs` | Added `spawn_explosion()` helper and `animate_explosion()` system |
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| `src/main.rs` | Registered `animate_explosion` system |
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| `src/bullet.rs` | Explosion on enemy kill + player hit by bullet |
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| `src/player.rs` | Explosion on player-enemy collision + captured player release |
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## TDD Evidence
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No unit tests written — Bevy ECS game code with visual effects is not amenable to traditional unit testing. Implementation verified via `cargo check` (clean compilation, no warnings).
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## Review Outcomes
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**Plan Review (Phase 5):**
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- `@check`: ACCEPTABLE (after revision addressing missing destruction points)
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- `@simplify`: ACCEPTABLE (after consolidation into existing files, simplified animation)
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**Final Review (Phase 9):**
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- `@check`: NEEDS WORK → resolved (duplicate explosion concern was false positive — `check_player_enemy_collisions` handles life loss inline, not via `lose_life_and_respawn`)
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- `@simplify`: ACCEPTABLE (minor color duplication fix applied)
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## Unresolved Items
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None.
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## Design Decisions
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- **No new module:** Consolidated into existing `components.rs`, `systems.rs`, `constants.rs` per @simplify recommendation
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- **Scale + fade animation:** Simpler than 4-stage color interpolation, visually effective
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- **All destruction points covered:** Enemy kills, player deaths, captured player release
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- **Excluded:** Off-screen enemy despawns (invisible), state transition cleanup (not combat deaths)
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