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- Asteroids bullets now retain an instance `angle` when fired or restored from state.
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- Player bullets capture the ship fire angle at spawn; UFO bullets capture the aimed fire angle.
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- Bullet rendering still uses `object.asteroids.bullet` from the Object Vector Studio V2 manifest and now applies the bullet instance rotation through the shared Object Vector runtime.
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- The manifest bullet object geometry, style, origin, and active state data are not mutated by runtime rendering.
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## Implementation Notes
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-`Bullet` stores a sanitized `angle` value beside position, velocity, and life.
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-`AsteroidsWorld.fire()` passes `this.ship.angle` into new bullets.
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-`Ufo.fireAt()` passes its computed `aimAngle` into new UFO bullets.
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-`AsteroidsWorld` save/load includes bullet `angle`, with legacy state fallback inferred from bullet velocity when angle is missing.
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-`AsteroidsGameScene` renders both player bullets and UFO bullets with `objectId: object.asteroids.bullet`, `requireManifestBinding: true`, and `rotation: bullet.angle`.
- PASS `npx playwright test tests/playwright/tools/WorkspaceManagerV2.spec.mjs --project=playwright --workers=1 --reporter=list -g "loads Object Vector Studio V2 runtime assets into Asteroids gameplay rendering"`
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- PASS `git diff --check` with line-ending warnings only.
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## Manual Notes
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- Playwright impacted: Yes.
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- Playwright validates the Asteroids Object Vector runtime asset path and gameplay bullet manifest rendering path.
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- Expected pass behavior: bullets fired at different ship angles render the manifest bullet object with matching instance rotations.
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- Expected fail behavior: missing `object.asteroids.bullet` or mismatched manifest binding fails through the Object Vector runtime instead of a hardcoded bullet draw fallback.
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- Full regression and full samples smoke tests were skipped per PR instructions.
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