Keep player entity stable after non-lethal hits
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c7188e4f8f
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@ -373,6 +373,7 @@ class GameScene extends Phaser.Scene {
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}
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this.processPlayerHits();
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this.ensureLivePlayerState();
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if (this.gameState !== 'playing') {
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this.drawHud();
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this.publishHudState();
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@ -691,27 +692,26 @@ class GameScene extends Phaser.Scene {
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playPlayerHitReaction(damage = PIRATE_SHOT_DAMAGE) {
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if (!this.player?.active) return;
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this.tweens.killTweensOf(this.player);
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this.player.setAlpha(1);
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this.player.setTint(0xffd7d7);
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this.tweens.add({
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targets: this.player,
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alpha: 0.45,
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duration: 65,
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yoyo: true,
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repeat: 1,
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ease: 'Quad.easeOut',
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onComplete: () => {
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if (!this.player?.active) return;
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this.player.setAlpha(1);
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this.player.clearTint();
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},
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this.time.delayedCall(110, () => {
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if (this.player?.active && this.gameState === 'playing') this.player.clearTint();
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});
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this.cameras.main.shake(120, clamp(0.0035 + damage * 0.00055, 0.004, 0.012));
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}
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ensureLivePlayerState() {
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if (this.gameState !== 'playing' || this.playerHull <= 0 || !this.player) return;
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if (!this.player.active) this.player.setActive(true);
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if (!this.player.visible) this.player.setVisible(true);
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if (this.player.alpha !== 1) this.player.setAlpha(1);
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if (this.player.body && !this.player.body.enable) {
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this.player.body.enable = true;
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}
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}
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buildHudState() {
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const player = this.player;
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if (!player) return null;
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@ -208,9 +208,9 @@ test('processed player hits drive sprite and HUD hit reactions', async () => {
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assert.match(game, /this\.playerHitSequence \+= 1/);
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assert.match(game, /playPlayerHitReaction\(damage = PIRATE_SHOT_DAMAGE\)/);
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assert.match(game, /alpha: 0\.45/);
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assert.match(game, /repeat: 1/);
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assert.match(game, /this\.player\.setTint\(0xffd7d7\)/);
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assert.match(game, /this\.cameras\.main\.shake\(120/);
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assert.doesNotMatch(game, /targets: this\.player/);
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assert.doesNotMatch(game, /scaleX: this\.playerBaseScaleX/);
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assert.match(hud, /steam-player-card\.steam-hit/);
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assert.match(hud, /pulsePlayerHit\(state\.player\.hitSequence \?\? 0\)/);
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@ -224,3 +224,15 @@ test('processed pirate shots are consumed and later projectiles start clean', as
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assert.match(source, /for \(const impact of hits\) \{[\s\S]*?if \(impact\.shot\?\.active\) impact\.shot\.destroy\(\)/);
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assert.match(source, /if \(shot\.getData\('playerHitQueued'\)\) return/);
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});
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test('non-lethal damage preserves the live player sprite and body', async () => {
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const source = await read('src/game-v4.js');
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assert.match(source, /this\.processPlayerHits\(\);\s*this\.ensureLivePlayerState\(\)/);
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assert.match(source, /if \(this\.gameState !== 'playing' \|\| this\.playerHull <= 0 \|\| !this\.player\) return/);
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assert.match(source, /if \(!this\.player\.active\) this\.player\.setActive\(true\)/);
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assert.match(source, /if \(!this\.player\.visible\) this\.player\.setVisible\(true\)/);
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assert.match(source, /if \(this\.player\.alpha !== 1\) this\.player\.setAlpha\(1\)/);
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assert.match(source, /if \(this\.player\.body && !this\.player\.body\.enable\)/);
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});
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