- Waves.js: pure wave runner (rolling/fixed) + CombatSystem.startWaves for quest-step combat; named scripts (probe/skirmish/raid) ship in combat.json, driven from the console until the quest hook lands - EnemyTypes.js: named hostiles (raider/bomber) deep-merged onto the base craft, with per-type textures preloaded via enemySheetList() - Hostiles now materialize off-screen (camera edge + game.spawnLead) and fly in on their chase AI instead of popping into view mid-fight - Wave ships are run-owned: no self-respawn, kills feed rolling replacements, and the combat bar stays up through the lead and gaps |
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|---|---|---|
| .. | ||
| build | ||
| combat | ||
| comms | ||
| config | ||
| dev | ||
| economy | ||
| entities | ||
| galaxy | ||
| mining | ||
| quests | ||
| reputation | ||
| research | ||
| save | ||
| scan | ||
| scenes | ||
| tether | ||
| ui | ||
| utils | ||
| vendor | ||
| vignettes | ||
| visuals | ||
| main.js | ||