Commit Graph

7 Commits

Author SHA1 Message Date
Oleksandr Vlasiuk 1d38990d7f some changes 2026-08-17 12:36:56 +03:00
Oleksandr Vlasiuk 1f72420da0 Utility and polishing + bag fixes 2026-08-14 15:03:43 +03:00
Oleksandr Vlasiuk eddcfe1af5 Add health bars, WeaponHudC/ZombieInvasionHudC, redesign joystick, and clean up shared logic
- New HP-driven health bars for breakable crates (blue/white/black fill,
  floating damage numbers, world-tracked DOM overlay)
- WeaponHudC and ZombieInvasionHudC HUD widgets, PassionOne-Black font,
  InstallBanner CSS restyle
- Reworked PayZoneC's deposit flight to launch from the player's head with
  a lob arc into the Pay Zone's real center, instead of the HUD anchor
- Redesigned the joystick visual (gradient ring, force-gated highlight
  that tracks the thumb, tuned sizing) and the follow camera framing
- Extracted duplicated perspective-scale, screen<->world projection,
  tween-chain, and flash-overlay logic into src/utils/
- Removed dead code (PhysicsObjPair, PayZoneC.getTargetWorldPosition) and
  stray console.log calls, trimmed narrative comments across controllers

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-13 18:49:04 +03:00
Oleksandr Vlasiuk 4a22a9b140 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>
2026-08-12 18:52:40 +03:00
Oleksandr Vlasiuk fe1192f4c9 Add joystick-controlled character with camera follow and bat/pistol combat
Replaces the placeholder cube with ZombiePunk_Character: rigged model with
Idle/SlowWalk/Loot animations, tap-to-move joystick control, AABB collision
against crate colliders, and a pistol/bat weapon swap driven by facing a
destructible object (Loot anim doubles as the melee hit since there's no
dedicated swing clip).

Camera (CameraFollowC) follows with framerate-independent damping, a
smoothed look-ahead that pans toward the character's facing direction, and
obstacle-avoidance raycasting from eye height so short props don't falsely
block the view. Spawn point and forward convention flipped to the other end
of the road per request.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 16:58:51 +03:00
Oleksandr Vlasiuk ce86f54777 Import map model and frame camera at the road start
Registers ZombiePunk_Map.glb as a mesh resource, loads it into the scene
(hiding physics-only collider proxies), and sets initial camera position/
rotation for portrait and landscape to look at the start of the road.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-07 15:32:40 +03:00
Oleksandr Vlasiuk 5b953edf17 "init" 2026-08-07 12:29:32 +03:00