Replace the flat dark rectangle status bar with a baked riveted-metal "blue steel plate" background styled after Wolfenstein 3D's original HUD: - Add `paintHudBar` to WolfensteinArt.js generating a 1920x140 texture with vertical steel gradient, bevel edges, recessed readout panels, divider strips with rivets, and a centered portrait socket sized around the new `HUD_PORTRAIT_SIZE` constant - Add `paintProfile` fallback face and wire up `profile.png` (128x128, 3 health frames) in wolfenstein-artwork.json - Rebuild `_buildHud` in WolfensteinGame.js: left panel shows episode/mission label + HEALTH value, center shows health-reactive portrait (frame swaps at 66/33 HP thresholds), right panel shows INVENTORY key icons + AMMO count with equipped weapon icon - Derive weapon/key icon frames from `rules.items` data instead of hardcoded values so HUD stays in sync with wolfenstein-rules.json - Add `_hudEpisodeMissionText()` helper for static per-level label text (campaign episode/mission or test level name) - Apply subdued CRT overlay (`applyArcadeCRTOverlay`) tuned for a tactical-display feel, destroyed on teardown - Switch HUD fonts to shared `m6x11` pixel font with white/ice-blue lettering; remove old KEY_COLORS constant and rectangular key indicators |
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| .. | ||
| doors.png | ||
| doors.psd | ||
| enemies.png | ||
| enemies.psd | ||
| objects.png | ||
| objects.psd | ||
| pickups.png | ||
| pickups.psd | ||
| profile.png | ||
| profile.psd | ||
| wall-art.png | ||
| wall-art.psd | ||
| walls.png | ||
| walls.psd | ||
| weapon_fists.png | ||
| weapon_fists_hit.png | ||
| weapon_gatling.png | ||
| weapon_machinegun.png | ||
| weapon_pistol.png | ||
| weapon_plasma.png | ||
| weapon_rocket.png | ||
| weapon_shotgun.png | ||