refactor(enemies): renombrar big_pentagon a orb i enemy_big_orb a enemy_orb

This commit is contained in:
2026-05-26 18:09:29 +02:00
parent fbfacb825b
commit 164f58c883
9 changed files with 34 additions and 34 deletions
@@ -1,12 +1,12 @@
name: big_pentagon
ai_type: big_pentagon # Validat contra el directori; mapeja a EnemyType::BIG_PENTAGON.
name: orb
ai_type: orb # Validat contra el directori; mapeja a EnemyType::ORB.
# Shape circular pròpia (anell exterior + anell interior + 6 radis + nucli),
# pensada per llegir-se com a "reactor / orb" amb més detall que els enemics
# petits.
shape:
path: enemy_big_orb.shp
scale: 1.5
path: enemy_orb.shp
scale: 1.0
collision_factor: 1.0
physics:
@@ -1,4 +1,4 @@
# enemy_big_orb.shp - ORNI enemic gegant (orb circular, doble anell amb radis)
# enemy_orb.shp - ORNI enemic gegant (orb circular, doble anell amb radis)
# © 2026 JailDesigner
#
# Forma "reactor / boss circular" — més detall que els enemics petits perquè
@@ -9,7 +9,7 @@
# - Petit "+" central com a nucli.
# Bounding radius natiu = 20 (alineat amb la resta d'enemics).
name: enemy_big_orb
name: enemy_orb
scale: 1.0
center: 0, 0
+12 -12
View File
@@ -9,7 +9,7 @@
# - { timeout: T } → quan han passat T segons des de l'inici de la wave.
# - { all_dead: true, timeout: T } → el que arribe abans (amuntegament si vas lent).
#
# Tipus d'enemic: pentagon, square (alias: cuadrado), pinwheel (alias: molinillo), star, big_pentagon.
# Tipus d'enemic: pentagon, square (alias: cuadrado), pinwheel (alias: molinillo), star, orb.
metadata:
version: "2.0"
@@ -47,14 +47,14 @@ stages:
spawn_interval: 0.5
next: end
# STAGE 3 — Primer big_pentagon (HP=10).
# STAGE 3 — Primer orb (HP=10).
- stage_id: 3
multipliers: { velocity: 1.0, rotation: 1.0, tracking: 0.5 }
waves:
- spawn: [pentagon, pentagon, square]
spawn_interval: 0.4
next: all_dead
- spawn: [big_pentagon]
- spawn: [orb]
next: { all_dead: true, timeout: 12.0 }
- spawn: [pinwheel, pinwheel]
spawn_interval: 0.5
@@ -76,7 +76,7 @@ stages:
- spawn: [pinwheel, pinwheel, pinwheel]
spawn_interval: 0.4
next: all_dead
- spawn: [big_pentagon, pentagon, pentagon]
- spawn: [orb, pentagon, pentagon]
spawn_interval: 0.5
next: end
@@ -93,7 +93,7 @@ stages:
- spawn: [pinwheel, pinwheel, star, star]
spawn_interval: 0.4
next: all_dead
- spawn: [big_pentagon, square, square]
- spawn: [orb, square, square]
spawn_interval: 0.5
next: end
@@ -110,7 +110,7 @@ stages:
- spawn: [pinwheel, pinwheel, pinwheel]
spawn_interval: 0.3
next: all_dead
- spawn: [big_pentagon, pinwheel, pinwheel]
- spawn: [orb, pinwheel, pinwheel]
spawn_interval: 0.4
next: end
@@ -127,7 +127,7 @@ stages:
- spawn: [star, star, star]
spawn_interval: 0.4
next: all_dead
- spawn: [big_pentagon, pinwheel, pinwheel, square]
- spawn: [orb, pinwheel, pinwheel, square]
spawn_interval: 0.5
next: end
@@ -141,7 +141,7 @@ stages:
- spawn: [square, square, star, star]
spawn_interval: 0.3
next: { all_dead: true, timeout: 5.0 }
- spawn: [big_pentagon]
- spawn: [orb]
next: { all_dead: true, timeout: 8.0 }
- spawn: [pinwheel, pinwheel, square, star, pentagon]
spawn_interval: 0.3
@@ -154,13 +154,13 @@ stages:
- spawn: [pinwheel, pinwheel, star, star]
spawn_interval: 0.3
next: { all_dead: true, timeout: 4.0 }
- spawn: [big_pentagon, square, square]
- spawn: [orb, square, square]
spawn_interval: 0.4
next: { all_dead: true, timeout: 8.0 }
- spawn: [pinwheel, pinwheel, pinwheel, pinwheel]
spawn_interval: 0.3
next: { all_dead: true, timeout: 5.0 }
- spawn: [big_pentagon, pinwheel, pinwheel, square, star]
- spawn: [orb, pinwheel, pinwheel, square, star]
spawn_interval: 0.4
next: end
@@ -171,12 +171,12 @@ stages:
- spawn: [pinwheel, pinwheel, pinwheel, pinwheel]
spawn_interval: 0.25
next: { all_dead: true, timeout: 4.0 }
- spawn: [big_pentagon, square, star]
- spawn: [orb, square, star]
spawn_interval: 0.4
next: { all_dead: true, timeout: 6.0 }
- spawn: [pinwheel, pinwheel, star, star, square]
spawn_interval: 0.3
next: { all_dead: true, timeout: 5.0 }
- spawn: [big_pentagon, big_pentagon, pinwheel, pinwheel, star]
- spawn: [orb, orb, pinwheel, pinwheel, star]
spawn_interval: 0.4
next: end