2.1 KiB
2.1 KiB
Workflow Summary
Run Timestamp: 2026-05-06 Issue: GAL-44: Add explosion animations/effects Branch: gal-44-add-explosion-effects Final Commits:
2ff561efeat: add explosion animations on entity destruction08838c3chore(todo): update GAL-44 status and progress
Summary of Implementation
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.
Files Changed
| File | Change |
|---|---|
src/components.rs |
Added Explosion component with timer |
src/constants.rs |
Added explosion constants (duration, sizes, color) |
src/systems.rs |
Added spawn_explosion() helper and animate_explosion() system |
src/main.rs |
Registered animate_explosion system |
src/bullet.rs |
Explosion on enemy kill + player hit by bullet |
src/player.rs |
Explosion on player-enemy collision + captured player release |
TDD Evidence
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).
Review Outcomes
Plan Review (Phase 5):
@check: ACCEPTABLE (after revision addressing missing destruction points)@simplify: ACCEPTABLE (after consolidation into existing files, simplified animation)
Final Review (Phase 9):
@check: NEEDS WORK → resolved (duplicate explosion concern was false positive —check_player_enemy_collisionshandles life loss inline, not vialose_life_and_respawn)@simplify: ACCEPTABLE (minor color duplication fix applied)
Unresolved Items
None.
Design Decisions
- No new module: Consolidated into existing
components.rs,systems.rs,constants.rsper @simplify recommendation - Scale + fade animation: Simpler than 4-stage color interpolation, visually effective
- All destruction points covered: Enemy kills, player deaths, captured player release
- Excluded: Off-screen enemy despawns (invisible), state transition cleanup (not combat deaths)