- Add inView() pure geometry helper to test if a craft's visual circle is at least partly within the camera's visible rect - Gate enemy fire, auto-fire target selection, currentTarget lock, and bullet collision checks behind craftVisible() so off-screen hostiles hold lances, can't be engaged, and are immune to tracers until they fly into view - Extend pickTarget() with an optional qualifies predicate to narrow the candidate pool (used for the on-screen rule) - Document the rule in data/combat.json and CombatSystem class comments |
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|---|---|---|
| .. | ||
| Bullet.js | ||
| CamShake.js | ||
| Combat.js | ||
| CombatHud.js | ||
| CombatScene.js | ||
| CombatSfx.js | ||
| CombatSystem.js | ||
| EnemyShip.js | ||
| EnemyTypes.js | ||
| Fx.js | ||
| StarDrift.js | ||
| Waves.js | ||
| main.js | ||