Top-down shooter: TopDown decoupled move/aim (mouse/stick/move-dir/auto-aim), a name-keyed Weapon registry (fire-rate/spread/pellets/pattern + data-driven pierce/homing), and a self-contained deterministic Projectile pool with faction-filtered Combat hits, pierce, ring/spiral patterns, and homing. One weapon impl serves player + NPC via a want_fire intent. Budgeted wave Spawner. Reuses ludic.gameplay Faction/Combat/Stats. 11-check example, in the suite. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| controllers-foundation.md | ||
| controllers-platformer.md | ||
| controllers-shooter.md | ||
| index-addr-member-index.md | ||
| package-declarable-hooks.md | ||
| package-manager.md | ||
| prebuilt-packages.md | ||
| README.md | ||
| tiled-maps.md | ||
Changesets
A changeset is one small Markdown file describing a single user-facing change,
dropped in this directory. x release consumes every changeset here into a new
CHANGELOG.md section, bumps VERSION, and deletes the consumed files.
Format
bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
bump:—major,minor, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessx release <level>overrides it).type:— the Conventional Commit type (feat,fix,perf,docs, …); it becomes the bold prefix of the changelog bullet.
Adding one
Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any
filename works except this README.md, which the release step always skips.