# Mobs Rules (Godot 4.6 Prototype)

This is a playable prototype scaffold built from your spec.

## Run
1. Open Godot 4.6.
2. Import project at `mobs_rules_godot/project.godot`.
3. Run scene.

## Try It Now (Fast)
Desktop playtest:
1. In terminal: `cd mobs_rules_godot`
2. Run: `godot --path .`
3. In game: `START RUN` -> choose map -> `DEPLOY`.
4. One-click option: double-click `run_desktop.command`.

iPhone playtest:
1. Open project in Godot 4.6.
2. Install export templates in Godot if prompted.
3. `Project -> Export` and add `iOS` preset.
4. Set bundle identifier, team ID, signing/provisioning profile.
5. Connect iPhone by cable, trust device, and open Xcode once.
6. Export iOS project, open in Xcode, pick your device, then `Run`.
7. For wider testing: archive in Xcode and upload to TestFlight.
8. Minimal checklist is in `IOS_QUICKSTART.md`.

## Screens (Current)
- Main Menu.
- Inventory (loadout options).
- Map Select.
- Options (music + SFX sliders).
- Gameplay overlay (quick return to menu).

## Controls
- Mobile: left side drag zone for movement, right `FIRE` button for shooting.
- Desktop fallback: arrow keys / WASD for move, `Enter` / `Space` for fire.

## Implemented Core Loop
- Top-down player-centered camera.
- Fire stability meter with overheat lock.
- Perfect-release timing bonus (release at low stability, resume after brief delay).
- Tap burst + hold continuous fire.
- High-intensity weapon behavior:
  - Multishot patterns (from loadout mods).
  - Burst-volley triggers on sustained fire.
  - Timed `Inferno Burst` radial barrage while outside safe zone.
- Vivid combat visuals:
  - Color-reactive muzzle flashes.
  - Bright impact sparks.
  - Enemy death burst effects (stronger for elites).
- Procedural audio:
  - Original in-engine music by map style.
  - Generated non-copyright SFX for shot/hit/pickup/overheat/death.
- Safe-zone boundary with `PROGRESS SAVED` on return.
- Outside death with `YOU LOSE / NO PROGRESS SAVED` wipe for unsaved gains.
- Streak timer and rarity gating:
  - 0-2 min: Gray/Blue
  - 2-4 min: Blue
  - 4-6 min: Purple
  - 6-8 min: Red
  - 8+ min: Black
- Edge swarm spawning with escalating pressure and elite surges.
- Object pools for enemies, bullets, and loot.
- Object pool for combat FX.
- Smoothness safeguards:
  - Active enemy cap.
  - Active bullet cap.
  - Spatial-grid broad-phase collision for bullet/enemy checks.
  - Adaptive FX density scaling on FPS dips.
  - Adaptive spawn throttling when FPS dips.
- Frontend flow:
  - Start from menu -> choose map -> deploy.
  - Inventory selections apply run stat modifiers.
  - Hero selection (Hunter, Spellblade, Shadow Rogue).
  - In-run overlay can return to menu quickly.

## Not Yet Implemented (Next Iteration)
- Full slot/item/set/curses runtime logic.
- Map-specific behaviors for Neon Requiem and Black Depths.
- Content unlock/meta UI, achievements, and live balancing tools.
