Commit Graph

8 Commits

Author SHA1 Message Date
Brian Fertig 662147cdfb bump mission gold rewards and hive_link values; unlock all faction commanders on first campaign clear; enhance Fusion Lab UI 2026-03-25 19:32:50 -06:00
Brian Fertig 71d291f814 feat: add Righteous faction assets and enhance Sanctify animations
- Add new audio and image assets for the Righteous faction:
  - FX: sanctify.mp3
  - Cards: Archangel, Commander (x3), Inquisitor, Judicator, Prophet, Purifier, Seraph, Templar
  - UI: right_01.png, right_02.png, right_03.png
- Update battle backgrounds to include the 'righteous' theme.
- Fix CombatEngine to pass actual enemy lanes to commander offensive buff collection, ensuring all-targeting skills function correctly.
- Refactor Sanctify animations in BattleScene:
  - Introduce `_doSanctifySpriteTo` to animate a projectile flying from source to target.
  - Animate sprite 35 flying in, shaking on impact, swapping to sprite 36, and fading out.
  - Apply the new animation logic to both single-target and multi-target Sanctify effects.
- Update attack spritesheet to support the new animation frames.
2026-03-21 16:37:39 -06:00
Brian Fertig 87e6b8f28b refactor(combat): restructure pre-battle phases and implement Xeno mechanics
Reorganize the combat turn sequence to handle Venom, Carapace, and Molt effects within the `_preBattlePhase`. This ensures damage and stat changes occur before buffs and attacks, allowing for accurate pre-attack animations and logic.

Key changes:
- **CombatEngine.js**:
  - Extracted `_moltPhase` and `_tryCarapace` to handle armor gain and HP conversion separately from the main attack loop.
  - Moved Venom and Molt execution to `_preBattlePhase` to run before `_commanderSkillPhase` and `_attackPhase`.
  - Updated pre-attack logic to capture `carapaceGain` for animation purposes without emitting duplicate events.
  - Added `moltRestore` logic to regenerate a fresh shell for attackers before they strike.
- **SkillProcessor.js**:
  - Adjusted `venom` skill logic to update stacks only if the target is below the new value, preventing redundant updates.
- **BattleScene.js**:
  - Updated event filtering and animation pipelines to handle `venomTick`, `carapace`, and `molt` events during the pre-battle sequence.
  - Added visual effects (sprites 27-31) and tween animations for Venom application, Carapace hardening, and Molt shedding/restoration.
  - Implemented `_restoreMoltForDisplay` and `_reapplyMolt` to ensure the UI renders pre-combat states correctly before animating changes.
- **CardManager.js**:
  - Added `baseArmor` tracking to support Carapace cap calculations.
- **Data**:
  - Updated `missions.json` to refine Xeno enemy lineups for missions 014 through 020.
  - Updated Xeno card assets and UI images.
2026-03-20 21:52:34 -06:00
Brian Fertig 0f1db0884c Campaign 3 2026-03-17 14:22:15 -06:00
Brian Fertig 390d55c7b2 feat(battle): add faction-specific randomized battle backgrounds
Introduces dynamic background images for `BattleScene` based on the opponent's faction (Imperial, Raider, Bloodthirsty). The system:
- Defines a configuration of 3 variant assets per faction.
- Selects a random variant during the preload phase if the opponent's commander card is available.
- Renders the selected background with a dimming overlay in `create`, falling back to the solid color if no image is loaded or defined.

Includes new asset files: `imperial_03.png` and `raider_03.png`.
2026-03-14 17:21:07 -06:00
Brian Fertig 19e743c6f9 feat(combat): implement "Swipe" skill with sequential multi-target animation
- **Combat Logic**: Refactored `swipe` to trigger on `preAttack`, dealing damage to all enemy cards and the commander while ignoring armor. Updated `data/skills.json` and card definitions in `data/cards.json` accordingly.
- **Animation**: Added `_animateSwipeSequence` in `BattleScene.js`. The animation spawns a rotating sprite (index 20) that flies sequentially to each target, playing impact sounds (`sfx_swipe_02`) and triggering HP loss/death animations per target.
- **Assets**: Added new audio files (`swipe_01.mp3`, `swipe_02.mp3`) and UI images for factions (`bloodthirsty`, `imperial`, `raider`). Updated the attack spritesheet.
- **Collection Scene**: Overhauled `CollectionScene.js` with a modern UI featuring:
  - Filterable, scrollable card grid with hover tilt effects.
  - Interactive card selection showing a large showcase view.
  - CRT-style terminal that types out detailed card stats and skill descriptions character-by-character.
2026-03-14 17:05:46 -06:00
Brian Fertig c7f4dc9bbb feat(combat): implement alternating initiative with enhanced attack animations
- Added `playerGoesFirst` state to `CombatEngine` to alternate turn order each round.
- Updated `beginTurn` and `beginCommit` to handle AI deployment based on the current initiative (opponent deploys first if they have initiative, otherwise after the player).
- Modified `_buildPendingAttacks` to respect the alternating attack order.
- Added `animateHPLoss` to `CardObject.js` for a visual HP reduction animation similar to the Berserk gain effect.
- Enhanced `_animateAttack` in `BattleScene.js`:
  - Integrated sprite animations for attacks (gun turret) and explosions using new spritesheets.
  - Synchronized HP loss and Berserk gain animations with the attack sprite completion.
  - Added an "Attacks First" indicator icon next to the commander of the side with initiative.
- Updated `BootScene.js` to load the new `attacksFirst` UI image and `attacks` spritesheet.
2026-03-13 10:31:09 -06:00
Brian Fertig 73ce826100 refactor(combat): change Berserk trigger to on_attack with animated gain
- Updated `cards.json` and `skills.json` to trigger Berserk on damage dealt (`on_attack`) instead of on kill, adjusting descriptions accordingly.
- Modified `CombatEngine.js` to emit a `berserk` event after successful attacks and removed the previous kill-based logic.
- Enhanced `SkillProcessor.js` to apply Berserk attack power gains only when damage is dealt during an attack.
- Added `animateBerserkGain` in `CardObject.js` to visually display the ATK increase with scaling, a "+N" label, and smooth transitions.
- Overhauled `_animateAttack` in `BattleScene.js`:
  - Cards now slide to the center and scale up during attacks, then return to their original positions.
  - Added a "VS" image that appears between cards during the clash.
  - Synchronized particle bursts, shakes, and damage numbers with the new centered animation timing.
  - Integrated Berserk gain animation into the attack flow, rewinding ATK text before animating the increase.
- Added `vs.png` asset loading in `BootScene.js`.
2026-03-13 09:32:55 -06:00