- Introduce `BarrierManager` to handle neon cyberpunk-style barriers on screen edges and optional interior obstacles. - Edge barriers blink in after a short delay, trap the player if they are inside when solidified (instant death + respawn), and explode when zone waves complete to allow exit. - Interior barriers block enemies but not the player, adding tactical depth to arena layouts. - Update `zones.json` with `interiorBarriers` config per zone. - Adjust player/enemy sprite depths for correct rendering order relative to barriers. - Integrate barrier collision into physics: player vs all barriers, enemies vs interior only; bullets destroyed on contact with any barrier. - Refactor zone transitions and exit logic to coordinate barrier activation/destruction animations. |
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| .claude | ||
| assets/sprites | ||
| js | ||
| CLAUDE.md | ||
| index.html | ||
| phaser.min.js | ||
| software.md | ||
| start_web.sh | ||