Commit Graph

6 Commits

Author SHA1 Message Date
Bastian Wagner
6c4b7d29d0 feat(combat): play the round a beat at a time with attack and hit frames
The server resolves a whole round in one call, so both blows used to land
at the same instant. The page now keeps its own view of the combat and
plays the round back: the swing animates, the monster's HP and log line
land, then after a beat the monster strikes and the player recoils.

Both animations are six-frame sprite sheets driven by steps(6), which is
why the phase durations mirror the stylesheet.

The status row reflows on the stage's own width via a container query —
the side rails can squeeze it narrow while the viewport is still wide,
which previously overlapped the round marker with the player's name. The
component-style budget moves to 12kB to fit this screen's stylesheet.
2026-08-19 22:46:17 +02:00
Bastian Wagner
f33b0c0e4a feat(combat): rejoin the running combat instead of dead-ending
Attacking while a combat is already active returned COMBAT_ALREADY_ACTIVE
and left the hunt page showing an error the player could not act on, with
no way back into the fight they were already in.

Add GET /api/combats/active so the client can resolve that combat, and
have the hunt page navigate into it when an attack is rejected for this
reason. CombatStore now also exposes the error code so callers can tell
this case apart from a genuinely failed attack.
2026-08-19 22:45:53 +02:00
Bastian Wagner
92b9f1cd35 feat(combat): rebuild the combat screen around the reference layout
Move both health bars to a status row at the top of the scene with a
circular portrait beside each, and place full-body sprites for the
player and the monster standing on the location background instead of
square portraits. The Angriff action now uses the ornate HUD frame art,
with the keybind in the frame's own tab.

Sprite and icon derivatives are keyed by monster key so both seeded
monsters resolve; the Aschenratte body art still carries its original
backdrop until a cut-out version replaces it at the same path.
2026-08-19 22:11:07 +02:00
Bastian Wagner
1fd62cddde feat(combat): add CombatPageComponent and replace the combat/new placeholder route
Wires up the Slice 0.3 combat screen (player/monster HP bars, round
display, Angriff action, grouped German combat log, victory/defeat
panels) and replaces the Slice 0.2 combat/new placeholder route with
combat/:combatId loading CombatPageComponent.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:53:59 +02:00
Bastian Wagner
4b1e7f034c feat(combat): add CombatStore
Signal-based store wrapping GameApiService.startCombat/getCombat/
performCombatAction with loading/error/actionPending state, following
the HuntingStore/WorldStore pattern. startCombat failures clear any
previously-loaded combat; loadCombat/attack failures preserve the
last-known-good combat. attack() guards against re-entrancy and
no-loaded-combat calls.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 16:46:36 +02:00
Bastian Wagner
4e684dc45e feat: add hunt page, combat placeholder, and Jagd navigation
Wires up Slice 0.2 end-to-end: HuntPageComponent renders the
hunting-unavailable/ready/loading/encounters-found states off
HuntingStore and WorldStore, Angreifen hands the HuntEncounter id to a
new inert CombatPlaceholderPageComponent via /combat/new, the Jagd nav
entry is enabled with router-driven active state (matching Karte's),
and the context panel now lists possible encounters for hunting-enabled
locations.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-19 14:06:57 +02:00