- 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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| .. | ||
| Bullet.js | ||
| Combat.js | ||
| CombatHud.js | ||
| CombatScene.js | ||
| CombatSfx.js | ||
| CombatSystem.js | ||
| EnemyShip.js | ||
| EnemyTypes.js | ||
| Fx.js | ||
| StarDrift.js | ||
| Waves.js | ||
| main.js | ||