Metal Slug demo: explosion VFX and a bomber enemy - #22
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- Sphere hazard now spawns a black explosion particle effect (via a new generic Spritesheet tint feature) when it detonates instead of just disappearing; the VFX is its own short-lived entity that cleans itself up once the one-shot animation finishes. - New stationary "enemy_bomber" enemy (on platform_1) lobs the existing sphere_prototype bomb at the player along a computed parabolic arc, reusing the same bomb/explosion chain as the falling-sphere hazard. This needed two small generic engine additions: a script-facing engine.get_entity_position(name, axis) query, and spawnEntity's optional vel_x/vel_y payload keys to launch a spawned clone with an initial velocity. - enemy_bomber tracks and faces the player every frame, and only plays its attack animation while a shot is firing (idle otherwise). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Summary
Spritesheettint feature) when it detonates, instead of just disappearing.enemy_bomberenemy onplatform_1lobs the existing bomb (sphere_prototype) at the player along a computed parabolic arc, reusing the same bomb/explosion chain as the falling-sphere hazard. Required two small generic engine additions:engine.get_entity_position(name, axis)for scripts, andspawnEntity's optionalvel_x/vel_ypayload keys to launch a spawned clone with an initial velocity.enemy_bombertracks/faces the player every frame and only plays its attack animation while firing (idle otherwise).Test plan
go build ./...,go vet ./...,go test ./...all cleanpython3 -m unittest discoveringames/metalslug_demo/scripts/python— 72 tests pass🤖 Generated with Claude Code