Add physics/combat foundation, resource pickup flow, VFX polish, and HUD
- Cannon-es colliders for map/props/breakable crates (BreakablePropC, PhysicsC), AoE bat combat with facing-cone gating (PlayerC), camera follow with obstacle avoidance and facing-lock look-ahead (CameraFollowC). - Resource pickups: scatter/bounce/hit-flash/sparkle-burst lifecycle with pooled sparkle VFX (ResourceC, SparkleFxC), flying to a screen-projected HUD anchor and on into the Pay Zone with perspective-corrected sizing (HudC, PayZoneC). - Designer VFX playback via three.quarks for crate hit/destroy (PropVfxC), plus a procedural weapon-swing trail (WeaponTrailC). - Resource-counter HUD UI (ui.css, images.ts) with CSS-driven mount/bump animations. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -21,7 +21,8 @@
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"cannon-es-debugger": "^1.0.0",
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"howler": "^2.2.4",
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"nipplejs": "^1.0.4",
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"three": "^0.185.1"
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"three": "^0.185.1",
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"three.quarks": "^0.16.0"
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},
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"devDependencies": {
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"@types/howler": "^2.2.13",
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