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
**Analysis of the Diff:**
1. **Binary Files:** `walls.png` and `walls.psd` are updated. This suggests an asset update, likely related to the "wolfenstein" theme mentioned in the paths.
2. **JavaScript File:** `tools/verifyWolfenstein.js` is modified.
* A new test case is added under `section('4. Enemy AI');`.
* The test verifies that an enemy (guard) alerts when hit by a projectile, specifically in a scenario where:
* Visual detection (LOS+FOV) is blocked/blind (guard facing away).
* "Heard gunfire" alert path is blocked (different room/door logic).
* The test sets up a specific level layout, forces a door open, fires a pistol, and checks if the enemy's state changes from 'idle' to something else (alerted) and health drops.
* It explicitly mentions fixing an issue with `stepDoors` auto-close countdown underflow by setting `timer`.
**Synthesis:**
The primary functional change is adding a test case to ensure that direct hits alert enemies even when other alert mechanisms (vision, sound through doors) fail. The asset changes are likely incidental or part of the same feature branch (Wolfenstein theme).
**Drafting the Commit Message:**
* **Subject:** Add test for enemy alert on direct hit bypassing vision/sound checks
* **Body:**
* Update Wolfenstein wall assets (PNG/PSD).
* Add verification test in `verifyWolfenstein.js` ensuring enemies alert when shot, even if they cannot see the player or hear gunfire through doors.
* Fix door timer initialization in the test to prevent auto-close interference during projectile flight.
**Refining for Conciseness:**
Subject: Add enemy hit-alert test and update Wolfenstein assets
Body:
- Update `walls.png` and `walls.psd`.
- Add a test case in `verifyWolfenstein.js` verifying that direct hits alert enemies unconditionally, independent of vision cone or room-based sound alerts.
- Ensure door state is correctly initialized in the test to prevent auto-close interference with projectile simulation.
Let's make it standard conventional commit style if possible, or just clear and descriptive.
**Final Polish:**
Subject: Add test for unconditional enemy alert on direct hit
Body:
Update Wolfenstein wall assets (`walls.png`, `walls.psd`).
Add a new test case in `verifyWolfenstein.js` to verify that enemies alert when directly hit by a projectile, even when visual detection (LOS/FOV) and sound-based alerts (through doors) are inactive. This ensures the direct-hit alert path works independently.
Also fixes door timer initialization in the test setup to prevent auto-close logic from interfering with the projectile simulation.
This looks good. I will provide just the message as requested.
- 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
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.
- Implement 90° field-of-view check for idle/patrolling guards (only alerts when player is within cone, in range, and has clear line of sight)
- Change patrol behavior: 0-1 waypoints ping-pong, 2+ waypoints form a one-way loop (home → nodes → home → ...)
- Reduce patrol speed to 50% of chase speed for natural movement
- Update editor to display loop closing line when 2+ patrol nodes exist
- Add new weapon sprite images (gattling, machinegun, plasma, rocket, shotgun)
- Extend map parser to support patrol route definitions via `opts.patrols`
- Add patrol routes to e1m1 (guard at 2.5,18.5) and e1m2 (guard at 9.5,8.5)
- Add comprehensive tests for vision cone (inside/outside edge cases) and patrol loop/ping-pong 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.