Commit Graph

4 Commits

Author SHA1 Message Date
Brian Fertig 12d6867eae Add Wraith skills: Boleadoras snare and Blink decoy escape
- Define both skills in data/skills.json with energy, cooldown, ranks, seats,
  and per-rank stun/decoy durations
- Implement projectile flight, target intercept, capture radius, and stun in
  CombatSystem (launchBoleadoras / _stepBoleadoras / _snagBola)
- Implement Blink: spawn a decoy sprite at the old position, teleport the
  hull to a random visible-screen point, and let the decoy absorb aggro and
  enemy bolts until its clock expires
- Add bola orb/string visuals and snag readout in Fx.js (bolaStart/Step/Stop,
  snag)
- Register new combat SFX events (bola_snag, blink) in CombatSfx.js
- Extend SkillEffects with stunMs/decoyMs helpers and boleadoras/blink handlers
- Update tests: Wraith model checks, Boleadoras/Blink combat behavior, decoy
  aggro/fizzle, and SFX event roster
2026-09-27 15:44:13 -06:00
Brian Fertig a17dd7893b Wire class pick to auto-open the skill tree console
- On a confirmed class lock-in, GameScene now sets `_skillTreeAfterPick` and, once the class window's close beat finishes, delays 320 ms then opens SkillWindow with `source: 'classPick'`, handing the player straight into spending their banked points.
- Add an e2e check in classes-browser.test.mjs that a confirmed pick closes the class console and opens the skill tree with spendable points.
- Refresh skills-window screenshot fixtures to match current rendering.
2026-09-27 11:49:36 -06:00
Brian Fertig ea8b58e9c4 Fix SkillWindow button label visibility and color contrast
- Add the fill graphics to the container before the label so it paints behind the text instead of covering it at 0.8 alpha
- Use C.dim instead of C.faint for inert labels and borders, which were too dark on the panel fill
- Swap tag/text colors so inert tags stay readable while active tags dim appropriately
- Refresh dev screenshots to match the corrected rendering
2026-09-27 10:30:31 -06:00
Brian Fertig 420371a4de Redesign skill tree console as grid with session-based reset
- Replace per-skill rows with a scrollable tile grid (authored `node` cells or
  auto-layout by dependency depth), elbow join lines, rank badges and empty sockets
- Add detail drawer at bottom third showing the selected skill's copy plus ADD A SKILL
  POINT, RESET and ASSIGN/CLEAR SEAT actions
- Introduce a console session in SkillState: points spent while open are PENDING and
  resettable; closing commits them; reset cascades down a branch bought this session
  or refuses when it would strand a committed point
- Wire GameScene onReset/onClose doors, toast copy and passive re-roll on refund
- Move all tree geometry/palette knobs into data/skills.json (window.tree) with clamped
  fallbacks in SkillModel.windowSpec()
- Add pure treeLayout()/classTreeLayout() to SkillModel for canvas-free layout tests
- Expand dev/skills-window-browser.test.mjs to verify regions, tile placement, session
  lifecycle, scroller (wheel/drag/thumb), and pixel-prove the gold join line
- Update README, PROJECT_NOTES and screenshot fixtures
2026-09-27 10:12:47 -06:00