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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@@ -6,6 +6,7 @@ import {
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Template,
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Template3d,
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ThreeC_internal,
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TweenC,
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FilterScene,
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InstallBanner,
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} from "@hitplay/playable_template";
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@@ -25,6 +26,7 @@ export const beforeResourcesLoadedCb = () => {
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ThreeC.setupDirectionalLight();
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Physics_internal.init(new Vec3(0, -9.81, 0));
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TweenC.init();
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// zone is omitted on purpose: JoystickC auto-creates a full-screen zone
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// when none is given, so the joystick can appear wherever the player taps
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