1.5 KiB
1.5 KiB
id: GAL-40 title: Design intricate flight patterns for non-shooting enemies status: Done parent: GAL-38 labels: [gameplay, advanced-mechanics]
GAL-40: Design and implement intricate flight patterns for enemies that do not shoot
Design and implement intricate flight patterns for enemies that do not shoot.
Acceptance criteria
- On a special stage (
is_special_stage(stage_number) == true), enemies follow scripted curved paths (e.g. spline / Bezier / Lissajous), not the formation flow. - These enemies do not call
enemy_shootand never spawnEnemyBullet. - Enemies despawn when their path reaches its end off-screen.
- At least 2 distinct path shapes used in a single special stage for visual variety.
- Difficulty / pattern parameters live in
StageConfigurations(or a new resource) so future stages can compose them.
Integration test hints
- Build a headless
AppwithCurrentStage = 3(first special stage); tick for N seconds; assert: zeroEnemyBulletentities ever spawned, all special-stage enemies eventually despawned (count returns to 0). - 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). - Visual smoke test via
nix run .#take-screenshots -- ./target/debug/bglga 3 6 1 ./shotsafter triggering a special stage; eyeball that paths look intentional.
Comments
- 2026-05-07 — Branch
opencode/happy-rocket, commita0863b2— Design and implement intricate flight patterns for enemies that do not shoot