- 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>
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>