Corrige fuite d'état Canvas (bullets/ship) et ajoute instrumentation visuelle#119
Closed
serzel wants to merge 8 commits into
Closed
Corrige fuite d'état Canvas (bullets/ship) et ajoute instrumentation visuelle#119serzel wants to merge 8 commits into
serzel wants to merge 8 commits into
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Motivation
Description
Game(debugVisualFx) pour capturer par frame l’état du vaisseau et des projectiles, transitionssinglevsmulti, et un échantillon des états canvas avant le dessin de chaque bullet (#captureVisualFxProbeState,#drawBulletWithVisualProbe, overlay).Bullet.getRenderDebugState()pour tracer précisément la « bullet seule ». (src/entities/Bullet.js).Bullet.draw()etShip.render()(globalCompositeOperation,globalAlpha,shadow*,filter,lineWidth,lineCap) pour empêcher le « render-state bleed » entre draw calls sans modifier la logique gameplay (vitesse/lifetime/dégâts/cadence inchangés). (src/entities/Bullet.js,src/entities/Ship.js).window.__gamepour piloter des scénarios automatisés externes (scripts de repro / captures). (src/main.js).Testing
node --check src/entities/Bullet.js && node --check src/entities/Ship.js && node --check src/engine/Game.js— succès.Codex Task