name: square ai_type: square # Validat contra el directori; mapeja a EnemyType::SQUARE. shape: path: enemy/square.shp scale: 1.0 # multiplicador visual + hitbox sobre la mida nativa del .shp collision_factor: 1.0 # ajust opcional del hitbox (default 1.0) physics: mass: 8.0 # Més pesat — "tanc" speed: 40.0 # px/s (velocitat mitjana) rotation_delta_min: 0.3 # rad/s — rotació lenta rotation_delta_max: 1.5 restitution: 1.0 linear_damping: 0.0 angular_damping: 0.0 ai: # Square: persecució contínua del ship més proper (steering suau, "tanc lent"). movement: type: chase chase_strength: 0.5 # Força/segon de la LERP cap a la direcció ideal (1.0 = ~1s per realinear) animation: pulse: trigger_prob_per_second: 0.01 duration_min: 1.0 duration_max: 3.0 amplitude_min: 0.08 amplitude_max: 0.20 frequency_min: 1.5 frequency_max: 3.0 rotation_accel: trigger_prob_per_second: 0.02 duration_min: 3.0 duration_max: 8.0 multiplier_min: 0.3 multiplier_max: 4.0 wounded: duration: 1.0 blink_hz: 10.0 spawn: invulnerability_duration: 3.0 invulnerability_brightness_start: 0.3 invulnerability_brightness_end: 0.7 invulnerability_scale_start: 0.0 invulnerability_scale_end: 1.0 safety_distance: 36.0 colors: normal: [255, 0, 0] # Roig pur "tanc" wounded: [255, 220, 60] score: 150 events: # HP=1 (default): decrement → on_no_health → set_hurt → wounded → mort. on_hit: - action: decrease_health - action: apply_impulse on_no_health: - action: set_hurt on_hurt_end: - action: destroy on_destroy: - action: add_score - action: create_debris - action: create_fireworks