orbit/js
Brian Fertig 11f315dbf0 Add enemy wave scripts, typed hostiles, and off-screen spawns
- 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
2026-09-16 15:20:53 -06:00
..
build
…
combat Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
comms
…
config
…
dev
…
economy
…
entities
…
galaxy
…
mining
…
quests
…
reputation
…
research Add Cargo research category with quest and build-completion gates 2026-09-14 19:13:56 -06:00
save
…
scan
…
scenes Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
tether
…
ui Readability layer: lock reticle, threat cues, off-screen arrows, kill feed, bar gauge flash 2026-09-16 02:02:55 -06:00
utils Add combat sandbox: standalone arena to tune combat before it ships 2026-09-15 20:54:33 -06:00
vendor
…
vignettes
…
visuals
…
main.js Integrate combat into the main game with auto-fire and a combat bar 2026-09-15 22:03:07 -06:00