- 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>
- 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>
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>