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>
This commit is contained in:
Oleksandr Vlasiuk
2026-08-12 18:52:40 +03:00
parent fe1192f4c9
commit 4a22a9b140
20 changed files with 3617 additions and 187 deletions
@@ -6,6 +6,7 @@ import {
Template,
Template3d,
ThreeC_internal,
TweenC,
FilterScene,
InstallBanner,
} from "@hitplay/playable_template";
@@ -25,6 +26,7 @@ export const beforeResourcesLoadedCb = () => {
ThreeC.setupDirectionalLight();
Physics_internal.init(new Vec3(0, -9.81, 0));
TweenC.init();
// zone is omitted on purpose: JoystickC auto-creates a full-screen zone
// when none is given, so the joystick can appear wherever the player taps