Commit Graph

5 Commits

Author SHA1 Message Date
Brian Fertig 5d8f51ae49 Bunch of edits 2026-08-22 17:50:40 -06:00
Brian Fertig eab08eede3 Add multiple weapons, pooled ammo, and pickup system to Wolfenstein
- Add shotgun, machine gun, gatling gun, and plasma rifle weapons with
  distinct fire modes (semi-auto, auto, burst) and damage profiles
- Refactor ammo from per-weapon pools to shared pools keyed by ammo type
  (9mm, shells, plasma), allowing multiple weapons to share the same pool
- Add pickup system with 11 item types: 5 weapons, 4 ammo variants, and
  2 health packs, all with spritesheet frames for rendering
- Update level editor with dynamic pickup dropdown populated from rules.json
- Generalize weapon viewmodel rendering to support multiple weapon images
  with per-weapon bob/sway animation
- Add cosmetic pickup animations: vertical bobbing and orbiting sparkle
  effects drawn in screen space around each pickup billboard
- Bump save version to v3 to invalidate old saves with incompatible ammo
  structure
- Update keyboard bindings for weapon switching (keys 1-6)
- Add comprehensive test coverage for new weapons, burst fire mechanics,
  ammo pooling, and pickup behavior
- Rename weapon_gattling.png to weapon_gatling.png to fix spelling
2026-08-22 14:13:03 -06:00
Brian Fertig a6f6b647da Wolfenstein: Add semi-auto fire modes, ammo types, enemy stun, and editor facing picker
This refactors weapon/enemy combat systems to support per-weapon cooldowns,
fire modes (auto/semi), and data-driven damage rolls via ammo types. Guards
now use the pistol's stats for ranged attacks and can be stunned by non-lethal
hits. The level editor now includes a directional facing picker for newly placed
enemies and displays enemy orientation as arrows instead of dots.

Key changes:
- Logic: Replaced single weaponCooldownMs with per-weapon cooldowns map; added
  prevFireHeld for semi-auto trigger-edge detection; guards now reference real
  weapon definitions via rangedWeapon; projectiles carry ammoType and resolve
  damage at hit time using rollDamage(); non-lethal ranged hits apply stunMs to
  enemies, freezing their AI until it expires.
- Rules: Added ammoTypes array with damageMin/damageMax; weapons now specify
  fireMode and ammoType (projectiles) or damage (melee); enemy definitions
  include stunMs and reference weapon IDs instead of hardcoded projectile stats.
- Editor: Added FACING_DIRS constants and drawFacingPicker() overlay that lets
  users click N/S/E/W neighbor cells to set a just-placed enemy's facing;
  enemies now render as directional arrows showing their spawn orientation;
  pendingFacingEnemy state tracks the in-progress pick across tool switches,
  undo/redo, and level resets.
- View: Added GUARD_FRAME.stunned (frame 9) which takes visual priority over
  all other states when e.stunMs > 0, ensuring the flinch pose displays even if
  the enemy's internal state still reads 'attack' or 'chase'.
- Data: Expanded level-e1m1 to 19x21 grid with repositioned doors/enemies/exit;
  bumped SAVE_VERSION to 2 since player.cooldowns and prevFireHeld are new
  required fields absent from v1 saves.
- Tests: Added coverage for semi-auto trigger-edge behavior, stun application
  and duration, melee non-stun behavior, damage roll range bounds, and guard
  projectile ammo type/cooldown spacing; updated existing tests to use new
  cooldowns/ammoType fields and toggle fireHeld for repeated shots.
2026-08-22 09:39:09 -06:00
Brian Fertig a336376a93 wolfenstein: pan/zoom editor with minimap, sliding recessed doors, enemy patrol
Editor (WolfensteinEditor.js):
- Decouple the board from grid size: fixed 900px viewport with independent
  pan (right-drag / WASD / arrows) and zoom (wheel / +/- / F to fit)
  instead of squeezing the whole grid in; add a whole-level map overview
  minimap with click-to-jump.
- Grids up to 1000 cells/side (was 48); painting past the edge auto-grows
  the grid (preserving content, re-sealing borders) instead of being refused.
- Rebuild the toolbar as a categorized DOM radio + dropdown panel (Wall /
  Door / Pickup / Enemy / Patrol / Zone / Erase) instead of a flat list.
- Add a Patrol tool: select a guard, then click tiles to add/remove
  waypoints; routes are drawn (dim for all, highlighted for the selection).
- Throttle the reachability validate during paint-drag; flush it before
  Test Play / Export; queue game assets in preload() like ZumaEditor.

Doors (WolfensteinLogic.js, WolfensteinRaycaster.js, WolfensteinView.js):
- Player now opens doors by pressing Space (HUD "[SPACE] Open" prompt when
  one is in range); enemies still shove them open. Doors animate open/closed
  via a slide value (400ms) instead of popping, and stay solid for
  gameplay until fully open.
- Render doors as recessed mid-cell geometry (real depth, producing the "H"
  doorway shape) via a door-aware render-only raycast — collision/LOS are
  unchanged; the door visibly slides sideways into a dark socket as it opens.

Enemy AI (WolfensteinLogic.js):
- Idle enemies with an authored patrol route ping-pong along
  [home, ...nodes] until they spot the player; validate patrol nodes.

Rendering (WolfensteinView.js, assets, data):
- Add textured wall rendering: per-column 1px source-texel sampling from
  the new walls.png spritesheet, darkened with a 'multiply' grey to match
  the existing side/fog shading, with per-wall-type flat-color fallback.
- Wire in assets/images/wolfenstein/walls.png and point the art manifest at it.

Misc:
- level-e1m1.json: reworked to a taller (20-row) map exercising the new
  wall/door types; playerRadius 0.25 -> 0.35.
- sprites.md: document exact wall-sheet size, the sliding/recessed door
  behavior, guard sheet usage, and standalone image sizes/proportions.
2026-08-21 17:34:07 -06:00
Brian Fertig 103bc235a7 Added Wolfenstein 2026-08-18 19:10:44 -06:00