combat
Three generated naval fighters, steering AI, cannon ballistics and guided missiles. Registers with game.shared at order20. Boot activates the weapon input map; reset clears the encounter; update spawns the patrol eight seconds after carrier departure, advances AI and projectiles;…
SKYWARD combat
Three generated naval fighters, steering AI, cannon ballistics and guided missiles. Registers with game.shared at order20. Boot activates the weapon input map; reset clears the encounter; update spawns the patrol eight seconds after carrier departure, advances AI and projectiles; stop releases controls and every owned temporary object. Weapons stay safe on the deck and during the catapult stroke.
Space / left mouse / right trigger fires from a finite600-round inventory at15rounds per second. The gun sits2.5m right,0.8m below and5m ahead of the flight viewpoint, using the aircraft's actual banked pose. Tracers converge on the boresight at1200m. M / right mouse / left trigger launches one of six missiles after holding the selected enemy within a15-degree seeker cone and4km range for1.15seconds. A press during acquisition queues the missile for up to4seconds; changing targets cancels it. Tab / gamepad north cycles living targets. Touch exposes labelled buttons.
Missiles eject from alternating wing mounts4m either side,1.4m below and3m forward, then accelerate and steer toward a predictive intercept point. A bright motor and persistent smoke show their trajectory. Damage requires a geometric proximity hit; cannon and hostile rounds use swept line collision. Three kills calls the shared victory state. Hostiles maneuver to intercept and only shoot when their nose aims at the player's flight path.
s.weaponStatus is the HUD status string. s.missilePending is queued time remaining in seconds, zero when inactive. s.lastLaunchReject and s.lastLaunchRejectTime describe the most recent refused request. telemetry() exposes launch requests and reasons, actual mount origins, missile position/speed/smoke, and hit counters.
Aircraft geometry has twin fins, paired engines and retracted landing gear. Units are meters, Y up and forward -Z. Owned entities are temporary and unsynced; each encounter stays local to the player's peer. Game lifecycle drives updates without a polling task loop.
Scoped to this part · feeds back into the world's score.