bomberman: sunete (sfx), raza initiala 1, powerup-uri raza/bombe
Feedback user: nu se aud sunete, raza prea mare, lipsesc powerup-urile. - sfx(type) WebAudio local in arcade: bomb/explosion/enemy/powerup/death; beep(ok) din libJS ramane pentru raspuns corect/gresit. - raza fixa EXPLOSION_RANGE=3 -> bombRange variabil de la BASE_RANGE=1 (Bomberman clasic); maxBombs de la BASE_BOMBS=1. - powerup-uri: la spargerea cutiei, sansa 0.32 sa cada flacara (raza+1) sau bomba (bombe+1); ridicate mergand pe ele; HUD arata bombe/raza. - fix: powerup-ul cadea pe celula cutiei si checkExplosionHits il stergea instant -> colectez brokenBoxes, drop dupa checkExplosionHits. Hooks __game: powerups/bombRange/maxBombs/dropPowerupAt. Smoke 27/27. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -20,8 +20,8 @@ sursa de adevăr tehnică pentru agenți.
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python3 -m http.server 8000
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# Teste (Playwright; fără package.json commitat — vezi tests/AGENTS.md):
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npx playwright test tests/smoke.mjs # suita completă: 26/26
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npx playwright test tests/smoke.mjs --grep @regresie # regresie: 14
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npx playwright test tests/smoke.mjs # suita completă: 27/27
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npx playwright test tests/smoke.mjs --grep @regresie # regresie: 15
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npx playwright test tests/smoke.mjs --grep @campanie # campanie E2E: 12
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```
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