- 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
Introduces a new "Object" entity type that blocks movement but not sight/bullets, distinct from walls and pickups:
- **Data**: New `objects` array in level JSON (`{x, y, frame}`), with `data/wolfenstein-objects.json` as the frame registry (Tall Bush, Gold Eagle)
- **Artwork**: New `objects.png` spritesheet registered in `wolfenstein-artwork.json`; placeholder texture via `paintObject()` in WolfensteinArt.js
- **Logic**: Objects stored in `state.objects`, with a derived `map.objectBlocked` Set checked only by movement collision (`isWallCell`) — raycaster/sight/bullets never read it, so objects are see-through and shoot-through by construction
- **View**: Rendered as billboard sprites in `_drawSprites` with ground-anchored positioning (bottom edge on floor) and asymptotic depth sorting that stays below the weapon viewmodel
- **Editor**: New "Object" tool category with dynamic dropdown; click open floor to place/remove (toggle), click wall is a no-op; teal square indicator on board
- **Validation**: `validateLevel` checks objects sit on open floor; save/load round-trips with graceful degradation for pre-existing saves
- **Tests**: Verifies object blocks player movement but bullets pass through
- Add new `wallArt` level data array with per-cell decal frames
- Integrate wall art rendering into WolfensteinView using same texture sampling as walls
- Add Wall Art tool to WolfensteinEditor with dynamic dropdown from JSON registry
- Create wolfenstein-wallart.json frame registry for easy decal management
- Add validation ensuring wall art sits on actual wall cells
- Support wall art in save/load system with backward compatibility
- Alert idle enemies when shot, even outside vision cone
Introduce a first-person weapon viewmodel for the pistol that peeks up
from behind the HUD, completing the classic FPS look. The viewmodel
features a subtle, smoothed bob and sway animation that responds to
player movement (forward/strafe), ramping in and out to avoid
snapping.
- Add `paintWeaponPistol` to `WolfensteinArt` as a small procedural
placeholder (360x260) for when real art is absent.
- Update `WolfensteinView` to handle both real and procedural weapon art
with appropriate origins and base positions.
- Implement `_drawWeapon` with bob/sway logic and smooth strength
transitions.
- Register the new sprite key in `wolfenstein-artwork.json`.
- Document the new `wolfenstein-weapon-pistol` asset in `sprites.md`,
including its size, depth, and behavior.
- Add directional billboarding for guards: front/side/back idle & walk
frames selected by relative angle to camera, with flipX for left side
- Add shooting pose (always shown when guard is in attack state)
- Add 2-frame walk cycle (300ms) for moving guards (chase/alert/patrol)
- Add death sequence: fall (350ms) → ground (2s) → fade (800ms),
view-only state in WolfensteinView, pooled sprite destroyed on completion
- Wire guard sheet texture from artwork JSON (enemies.png, 9×7 grid,
frames 0-8 used)
- Add E key as alternate interact key for opening doors
- Update door hint text to show [SPACE/E]
- Update sprites.md with full animation/facing/death documentation
The raycaster's door geometry now takes the live `doors[]` state instead of a boolean flag, so partially-open door cells let render rays pass through the already-slid portion to show what's genuinely beyond, rather than painting a flat "socket" fill. `intersectDoorMidplane` returns a slide-shifted `textureX` so the door texture visibly translates into the wall as it opens.
`WolfensteinView` samples the new `wolfenstein-doors` sheet the same way it does walls (source-texel column, vertical crop, multiply shading), falling back to the flat tan placeholder. Added the doors.png/.psd assets and a `sheets.doors` entry in the art manifest. Updated sprites.md to document the new sheet, the see-through behavior, and that this stays render-only (gameplay raycasts are unaffected).
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.