- 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. |
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| .claude | ||
| data | ||
| src | ||
| index.html | ||
| start_web.sh | ||