orbit/data/combat.json

87 lines
4.5 KiB
JSON
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{
"_comment": "COMBAT SANDBOX — the standalone combat range (combat.html, the dev server's /combat, or index.html?combat). A full-screen arena where the player ship (ART + flight stats from data/ship.json, COMBAT feel from player.*) fights a pack of enemy ships (enemy.* — assets/images/ships-enemy.png). Every number here is SANDBOX tuning: iterate in the range first, then port the survivors into the real game (the main game already loads enemy.texture — GameScene.preload — so the texture is ready when combat ships in). The range is js/combat/CombatScene.js; the pure rules (armor damage, orbit steering) are js/combat/Combat.js (tested: dev/combat.test.mjs).",
"enabled": true,
"player": {
"_comment": "The combat feel of YOUR ship in the range (the art, hull stats, and ship name still come from data/ship.json). WASD/arrows fly, SPACE/J fires (hold = auto-fire). thrust px/s^2, maxSpeed px/s, drag 1/s (exponential coast decay), rotSpeed rad/s (keyboard turn rate), brake = the S/Down reverse-throttle as a fraction of thrust. weapon.* = the player's cannon: cooldown s between shots, bulletSpeed px/s, damage per hit, spread rad of aim jitter, bulletLife s before a shot fizzles, color/size the tracer's glow.",
"thrust": 1500,
"maxSpeed": 560,
"drag": 1.6,
"rotSpeed": 4.8,
"brake": 0.6,
"weapon": {
"key": "space",
"cooldown": 0.16,
"bulletSpeed": 680,
"damage": 10,
"spread": 0.03,
"bulletLife": 1.15,
"color": "#00e5ff",
"size": 16
}
},
"enemy": {
"_comment": "The hostile craft. texture = spritesheet of frameWidth×frameHeight frames (frame picks which one — frame 0 = the red triple-boost fighter, art facing north, filling its frame; the sheet is 10×10 of 128px frames). size = hull length in world px (render = size × the art's footprint), hitRadius = the collision circle in world px (bullets + rams). count = hostiles in the arena at once. speed px/s + turn (1/s velocity-approach rate) = the chase feel. orbitRadius px = the standoff ring they keep around the player; orbitSpeed rad/s = how fast they circle it (direction alternates per craft). hull/shields = their armor (shields absorb first — js/combat/Combat.js). weapon.* = their lance: range px, cooldown s, bulletSpeed px/s, damage, spread rad, bulletLife s. ramDamage = hull damage a COLLISION deals you; ramDamageSelf = what the collision deals THEM (per hit, ramGrace s apart). respawn = the pack reforms (respawnDelay s) after a kill, so the range stays stocked while you tune.",
"texture": "assets/images/ships-enemy.png",
"frameWidth": 128,
"frameHeight": 128,
"frame": 0,
"artFacing": "north",
"size": 54,
"hitRadius": 20,
"count": 3,
"speed": 165,
"turn": 3.2,
"orbitRadius": 300,
"orbitSpeed": 0.6,
"hull": 60,
"shields": 0,
"weapon": {
"range": 560,
"cooldown": 1.4,
"bulletSpeed": 330,
"damage": 8,
"spread": 0.08,
"bulletLife": 2.4,
"color": "#ff2d6f",
"size": 18
},
"ramDamage": 10,
"ramDamageSelf": 22,
"ramGrace": 0.8,
"respawn": true,
"respawnDelay": 2.5
},
"playerShip": {
"_comment": "Your armor in the range (the real game's ship reads data/ship.json → stats). shields absorb before the hull; after shieldRegenDelay s without a hit, shields regrow at shieldRegenRate/s up to their max.",
"hull": 100,
"shields": 40,
"shieldRegenDelay": 4,
"shieldRegenRate": 14
},
"arena": {
"_comment": "The range walls. inset = px between the screen edge and the bounce wall; bounce = the fraction of speed a ship keeps off a wall (1 = full mirror bounce). wallColor = the rim line, wallGlow = its neon edge.",
"inset": 26,
"bounce": 0.9,
"wallColor": "#1b2c4a",
"wallGlow": "#00e5ff"
},
"sandbox": {
"_comment": "Sandbox conveniences — none of this ships with the real game. resetKey rebuilds the whole range (a fresh scene); pauseKey freezes the sim (handy for eyeballing positions via window.__COMBAT__ in the console); respawn = the player comes back (respawnDelay s) instead of dying permanently.",
"resetKey": "R",
"pauseKey": "P",
"respawn": true,
"respawnDelay": 1.6
},
"hud": {
"_comment": "The range console chrome (colors fall back to data/theme.json). title = the corner label; hints = the control line at the bottom.",
"title": "COMBAT // SANDBOX",
"hints": "WASD / arrows — fly · space — fire · R — reset range · P — pause"
}
}