Replace hitscan shooting with flying projectiles and introduce a
data-driven weapons.json supporting 8 weapons (melee through double
shotgun) with per-weapon stats for damage, spread, cooldown, ammo,
and explosions.
Enemies patrol authored waypoint loops and engage on sight using
line-of-sight checks, firing skill-based weapon shots with reaction
delays and accuracy scaling (skill 1–10). Each enemy now uses a
13-frame animation sheet (front/left/right/back, walk variants,
aim, fire, pain, dying, dead) with procedural placeholder art per
pose.
Player gains per-weapon ammo pools, number-key weapon switching,
melee combat, and death/restart with score carry-forward. HUD shows
weapon viewmodels, kill notifications, hurt flash, and "YOU DIED"
overlay. Explosive weapons spawn expanding fireball VFX.
New assets: per-enemy sprite sheets, expanded pickups sheet (16
frames), nerf gun HUD images.