orbit/js/combat
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
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Bullet.js
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Combat.js Readability layer: lock reticle, threat cues, off-screen arrows, kill feed, bar gauge flash 2026-09-16 02:02:55 -06:00
CombatHud.js Readability layer: lock reticle, threat cues, off-screen arrows, kill feed, bar gauge flash 2026-09-16 02:02:55 -06:00
CombatScene.js Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
CombatSfx.js
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CombatSystem.js Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
EnemyShip.js Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
EnemyTypes.js Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
Fx.js
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StarDrift.js
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Waves.js Add enemy wave scripts, typed hostiles, and off-screen spawns 2026-09-16 15:20:53 -06:00
main.js
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