Use four-frame rotating player airship
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@ -1,6 +1,7 @@
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import Phaser from 'phaser';
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import './style.css';
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import airshipSheetUrl from './assets/airships.svg?url';
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import playerAirshipUrl from './assets/player-airship-4frame.png?url';
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import explosionSheetUrl from './assets/explosions.svg?url';
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import cannonballUrl from './assets/cannonball.png?url';
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import { airshipLog, registerDebugSnapshot } from './diagnostics.js';
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@ -77,6 +78,10 @@ class GameScene extends Phaser.Scene {
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frameWidth: 64,
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frameHeight: 64,
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});
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this.load.spritesheet('player-airship', playerAirshipUrl, {
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frameWidth: 128,
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frameHeight: 256,
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});
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this.load.spritesheet('explosions', explosionSheetUrl, {
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frameWidth: 64,
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frameHeight: 64,
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@ -89,10 +94,10 @@ class GameScene extends Phaser.Scene {
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this.drawWorld();
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this.createAnimations();
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this.player = this.physics.add.sprite(1200, 1550, 'airships', 0);
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this.player.setDepth(6).setCollideWorldBounds(true).setDisplaySize(74, 74);
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this.player = this.physics.add.sprite(1200, 1550, 'player-airship', 0);
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this.player.setDepth(6).setCollideWorldBounds(true).setDisplaySize(66, 126);
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this.player.body.setAllowGravity(false);
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this.player.body.setSize(42, 56, true);
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this.player.body.setCircle(44, 20, 84);
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this.player.play('player-idle');
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this.pirates = this.physics.add.group();
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@ -253,7 +258,7 @@ class GameScene extends Phaser.Scene {
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if (!this.anims.exists('player-idle')) {
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this.anims.create({
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key: 'player-idle',
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frames: this.anims.generateFrameNumbers('airships', { start: 0, end: 3 }),
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frames: this.anims.generateFrameNumbers('player-airship', { start: 0, end: 3 }),
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frameRate: 5,
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repeat: -1,
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});
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@ -194,6 +194,18 @@ test('player and pirate broadsides use the cannonball image asset', async () =>
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assert.doesNotMatch(source, /generateTexture\('pirate-shot'/);
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});
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test('player uses the four-frame north-facing airship sheet with a compact circular body', async () => {
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const source = await read('src/game-v4.js');
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assert.match(source, /import playerAirshipUrl from '.\/assets\/player-airship-4frame\.png\?url'/);
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assert.match(source, /this\.load\.spritesheet\('player-airship', playerAirshipUrl, \{[\s\S]*?frameWidth: 128,[\s\S]*?frameHeight: 256/);
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assert.match(source, /this\.physics\.add\.sprite\(1200, 1550, 'player-airship', 0\)/);
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assert.match(source, /setDisplaySize\(66, 126\)/);
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assert.match(source, /this\.player\.body\.setCircle\(44, 20, 84\)/);
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assert.match(source, /generateFrameNumbers\('player-airship', \{ start: 0, end: 3 \}\)/);
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assert.doesNotMatch(source, /this\.player\.body\.setSize\(42, 56, true\)/);
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});
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test('mobile HUD skips hidden Phaser rendering and throttles DOM state publishing', async () => {
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const source = await read('src/game-v4.js');
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