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Brian Fertig e1656838fc refactor(combat): granular attack processing with live state updates
- Split `commitPlayerDeploy` into `beginCommit`, `processNextAttack`, and `finalizeCommit` to enable per-attack animation control.
- Introduce `_pendingAttacks` queue in CombatEngine to sequence attacks one by one, allowing the UI to react to intermediate damage (e.g., counter-kills).
- Refactor BattleScene commander rendering into persistent Containers (`commanderObjects`) that support live `refresh()` for HP/stats updates during combat.
- Update `_animateAttack` to handle commander targets and skip scale-back animations for dead cards, deferring cleanup to `_refreshCardAfterAttack`.
- Implement recursive attack loop in `_processNextAttackStep` that drives the battle forward, updating visuals immediately after each hit before proceeding.
2026-03-12 17:45:18 -06:00
.claude initial commit 2026-03-12 16:36:32 -06:00
data initial commit 2026-03-12 16:36:32 -06:00
src refactor(combat): granular attack processing with live state updates 2026-03-12 17:45:18 -06:00
index.html initial commit 2026-03-12 16:36:32 -06:00
start_web.sh initial commit 2026-03-12 16:36:32 -06:00