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>
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| id | title | status | parent | labels | ||
|---|---|---|---|---|---|---|
| GAL-43 | Replace placeholder geometric shapes with actual sprites | Todo | GAL-42 |
|
GAL-43: Replace placeholder geometric shapes with actual sprites
Replace placeholder geometric shapes with actual sprites.
Acceptance criteria
Player,Bullet,EnemyBullet, and bothEnemyType::Grunt/EnemyType::Bossare rendered viaSpritecomponents loaded fromassets/, not coloured meshes.- Asset paths centralised (e.g. constants in
constants.rs) so swapping art is a one-line change. - Hitbox sizes either preserved or recalibrated; existing collision tests still pass.
- Z-ordering preserved (player above starfield, bullets above enemies, beam below player).
- Falls back gracefully if an asset is missing (warn, do not panic at runtime).
Integration test hints
- Unit-test
spawn_player(and equivalents) inserts aSpritecomponent referencing the expectedHandle<Image>. - Run
nix run .#take-screenshots -- ./target/debug/bglga 3 6 1 ./shotsbefore and after; visually compare frames for regressions in placement. - Existing collision tests: ensure they still pass with the new sprite-derived hitbox sizes (or update constants in
constants.rsand the tests in lockstep).