btr disp
Browse files
src/lib/components/Battle/BattleControls.svelte
CHANGED
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@@ -59,10 +59,10 @@
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padding: 1rem;
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background: #f8f9fa;
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border-bottom: 1px solid #e0e0e0;
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-
text-align:
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display: flex;
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align-items: center;
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| 65 |
-
justify-content:
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}
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.message-bar.special {
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padding: 1rem;
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background: #f8f9fa;
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border-bottom: 1px solid #e0e0e0;
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+
text-align: left;
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display: flex;
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align-items: center;
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+
justify-content: flex-start;
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}
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.message-bar.special {
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src/lib/components/Battle/BattleEffects.svelte
CHANGED
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@@ -21,6 +21,7 @@
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let isFainting = false;
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let faintProgress = 0;
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let faintAnimationId: number;
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// Particle system configuration
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const PARTICLES_PER_EFFECT = 6; // Number of emoji particles per effect
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@@ -69,7 +70,7 @@
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}
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// Watch for faint changes to trigger faint animation
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-
$: if (faint && !isFainting) {
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startFaintAnimation();
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}
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@@ -118,6 +119,7 @@
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// Animation completed
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isFainting = false;
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faintProgress = 1; // Keep final state
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}
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}
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@@ -143,8 +145,8 @@
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class="effects-container"
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class:is-fainting={faint}
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style="
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-
opacity: {(flash && isFlickering) ? (flickerVisible ? 1 : 0) : (faint && faintProgress >= 1 ? 0 : 1)};
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-
{faint ? `
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transform:
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scale(1, ${Math.max(0, 1 - faintProgress)})
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matrix(1, 0, ${-faintProgress * 0.5}, 1, 0, 0);
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@@ -185,6 +187,7 @@
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position: relative;
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display: inline-block;
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transition: opacity 0.05s ease;
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}
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.effect-particle {
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let isFainting = false;
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let faintProgress = 0;
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let faintAnimationId: number;
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+
let hasFainted = false;
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// Particle system configuration
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const PARTICLES_PER_EFFECT = 6; // Number of emoji particles per effect
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}
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// Watch for faint changes to trigger faint animation
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+
$: if (faint && !isFainting && !hasFainted) {
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startFaintAnimation();
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}
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// Animation completed
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isFainting = false;
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faintProgress = 1; // Keep final state
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+
hasFainted = true; // Mark as permanently fainted
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}
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}
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class="effects-container"
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class:is-fainting={faint}
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style="
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+
opacity: {(flash && isFlickering) ? (flickerVisible ? 1 : 0) : (hasFainted || (faint && faintProgress >= 1) ? 0 : 1)};
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{faint || hasFainted ? `
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transform:
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scale(1, ${Math.max(0, 1 - faintProgress)})
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matrix(1, 0, ${-faintProgress * 0.5}, 1, 0, 0);
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position: relative;
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display: inline-block;
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transition: opacity 0.05s ease;
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+
z-index: 2; /* Ensure effects appear above platform (z-index: 0) */
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}
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.effect-particle {
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src/lib/components/Battle/BattleField.svelte
CHANGED
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@@ -20,6 +20,8 @@
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export let enemyFlash: boolean = false;
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export let playerFaint: boolean = false;
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export let enemyFaint: boolean = false;
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// Animation states
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let playerVisible = false;
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@@ -74,7 +76,7 @@
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/>
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{#if enemyVisible}
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-
<div class="enemy-piclet-wrapper" class:animate-in={showIntro}>
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<!-- Enemy Battle Effects wrap the image for flicker animation -->
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<BattleEffects effects={enemyEffects} flash={enemyFlash} faint={enemyFaint}>
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<img
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@@ -118,7 +120,7 @@
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<div class="player-row">
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<div class="player-stack" class:intro-animations={showIntro}>
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{#if playerVisible}
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-
<div class="player-piclet-wrapper" class:animate-in={showIntro}>
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<!-- Player Battle Effects wrap the image for flicker animation -->
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<BattleEffects effects={playerEffects} flash={playerFlash} faint={playerFaint}>
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<img
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@@ -335,20 +337,30 @@
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/* Animations */
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.enemy-piclet-wrapper {
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animation-fill-mode: both;
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}
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.enemy-piclet-wrapper.animate-in {
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animation: enemySlideIn 0.8s cubic-bezier(0.175, 0.885, 0.32, 1.275);
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}
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.player-piclet-wrapper {
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animation-fill-mode: both;
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}
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.player-piclet-wrapper.animate-in {
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animation: playerSlideIn 0.8s cubic-bezier(0.175, 0.885, 0.32, 1.275);
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}
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@keyframes enemySlideIn {
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0% {
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transform: translateX(150px) translateY(-50px) scale(1.5);
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@@ -377,6 +389,30 @@
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}
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}
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/* Info box animations */
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.enemy-stack.intro-animations :global(.piclet-info-wrapper) {
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animation: fadeSlideDown 0.5s ease-out 0.3s both;
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export let enemyFlash: boolean = false;
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export let playerFaint: boolean = false;
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export let enemyFaint: boolean = false;
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+
export let playerLunge: boolean = false;
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+
export let enemyLunge: boolean = false;
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// Animation states
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let playerVisible = false;
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/>
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{#if enemyVisible}
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+
<div class="enemy-piclet-wrapper" class:animate-in={showIntro} class:lunge={enemyLunge}>
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<!-- Enemy Battle Effects wrap the image for flicker animation -->
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<BattleEffects effects={enemyEffects} flash={enemyFlash} faint={enemyFaint}>
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<img
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<div class="player-row">
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<div class="player-stack" class:intro-animations={showIntro}>
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{#if playerVisible}
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+
<div class="player-piclet-wrapper" class:animate-in={showIntro} class:lunge={playerLunge}>
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<!-- Player Battle Effects wrap the image for flicker animation -->
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<BattleEffects effects={playerEffects} flash={playerFlash} faint={playerFaint}>
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<img
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/* Animations */
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.enemy-piclet-wrapper {
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animation-fill-mode: both;
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+
transition: transform 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
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}
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.enemy-piclet-wrapper.animate-in {
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animation: enemySlideIn 0.8s cubic-bezier(0.175, 0.885, 0.32, 1.275);
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}
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+
.enemy-piclet-wrapper.lunge {
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+
animation: enemyLunge 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
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+
}
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+
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.player-piclet-wrapper {
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animation-fill-mode: both;
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transition: transform 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
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}
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.player-piclet-wrapper.animate-in {
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animation: playerSlideIn 0.8s cubic-bezier(0.175, 0.885, 0.32, 1.275);
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}
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+
.player-piclet-wrapper.lunge {
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animation: playerLunge 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
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+
}
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@keyframes enemySlideIn {
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0% {
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transform: translateX(150px) translateY(-50px) scale(1.5);
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}
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}
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+
@keyframes enemyLunge {
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0% {
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transform: translateX(0) translateY(0) scale(1);
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}
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40% {
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transform: translateX(-60px) translateY(10px) scale(1.1);
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}
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100% {
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transform: translateX(0) translateY(0) scale(1);
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}
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}
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@keyframes playerLunge {
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0% {
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transform: translateX(0) translateY(0) scale(1);
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}
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40% {
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transform: translateX(60px) translateY(-10px) scale(1.1);
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}
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100% {
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transform: translateX(0) translateY(0) scale(1);
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}
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}
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/* Info box animations */
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.enemy-stack.intro-animations :global(.piclet-info-wrapper) {
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animation: fadeSlideDown 0.5s ease-out 0.3s both;
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src/lib/components/Battle/PicletInfo.svelte
CHANGED
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@@ -18,17 +18,6 @@
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$: typeLogoPath = `/classes/${piclet.primaryType}.png`;
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$: hpColor = hpPercentage > 0.5 ? '#34c759' : hpPercentage > 0.25 ? '#ffcc00' : '#ff3b30';
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-
$: displayHp = Math.ceil(piclet.currentHp);
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-
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// Track HP changes for animations
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-
let previousHp = displayHp;
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-
let hpFlash = false;
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-
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$: if (displayHp !== previousHp) {
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hpFlash = true;
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setTimeout(() => hpFlash = false, 300);
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-
previousHp = displayHp;
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-
}
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</script>
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<div class="piclet-info-wrapper {isPlayer ? 'player-info-wrapper' : 'enemy-info-wrapper'}">
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@@ -43,7 +32,7 @@
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</div>
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<!-- HP Section -->
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-
<div class="stat-
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<div class="stat-label">HP</div>
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<div class="hp-bar">
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<div
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@@ -51,16 +40,11 @@
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style="width: {hpPercentage * 100}%; background-color: {hpColor}"
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></div>
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</div>
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-
{#if isPlayer}
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-
<div class="hp-text">
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-
<span class="hp-values" class:hp-flash={hpFlash}>{displayHp}/{piclet.maxHp}</span>
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-
</div>
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-
{/if}
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</div>
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<!-- XP Section (Player only) -->
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{#if isPlayer}
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-
<div class="stat-
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<div class="stat-label">XP</div>
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<div class="xp-bar">
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<div
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@@ -145,14 +129,17 @@
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color: #333;
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}
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-
/* Stat
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-
.stat-
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-
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position: relative;
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z-index: 2;
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}
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-
.stat-
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margin-bottom: 0;
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}
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@@ -160,9 +147,10 @@
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font-size: 10px;
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font-weight: 600;
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color: #666;
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-
margin-bottom: 2px;
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text-transform: uppercase;
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letter-spacing: 0.5px;
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}
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/* HP Bar */
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@@ -172,7 +160,7 @@
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background: #e0e0e0;
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border-radius: 4px;
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overflow: hidden;
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-
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}
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.hp-fill {
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@@ -180,29 +168,6 @@
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transition: width 0.5s ease, background-color 0.3s ease;
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}
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-
/* HP Text */
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-
.hp-text {
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font-size: 11px;
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-
color: #666;
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-
}
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-
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-
.hp-values {
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-
font-weight: 600;
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-
transition: all 0.2s ease;
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-
}
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-
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-
.hp-values.hp-flash {
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-
color: #ff4444;
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text-shadow: 0 0 8px rgba(255, 68, 68, 0.6);
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animation: hpFlash 0.3s ease-in-out;
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-
}
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-
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-
@keyframes hpFlash {
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-
0% { transform: scale(1); }
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50% { transform: scale(1.1); }
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-
100% { transform: scale(1); }
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-
}
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-
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/* XP Bar */
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.xp-bar {
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width: 120px;
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@@ -210,6 +175,7 @@
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background: #e0e0e0;
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border-radius: 3px;
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overflow: hidden;
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}
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.xp-fill {
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@@ -248,11 +214,7 @@
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font-size: 12px;
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}
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| 250 |
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-
.hp-bar {
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| 252 |
-
width: 100px;
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-
}
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| 254 |
-
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-
.xp-bar {
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width: 100px;
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}
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}
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$: typeLogoPath = `/classes/${piclet.primaryType}.png`;
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| 19 |
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$: hpColor = hpPercentage > 0.5 ? '#34c759' : hpPercentage > 0.25 ? '#ffcc00' : '#ff3b30';
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</script>
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<div class="piclet-info-wrapper {isPlayer ? 'player-info-wrapper' : 'enemy-info-wrapper'}">
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</div>
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| 33 |
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<!-- HP Section -->
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| 35 |
+
<div class="stat-row">
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| 36 |
<div class="stat-label">HP</div>
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| 37 |
<div class="hp-bar">
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| 38 |
<div
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style="width: {hpPercentage * 100}%; background-color: {hpColor}"
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></div>
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</div>
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</div>
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<!-- XP Section (Player only) -->
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| 46 |
{#if isPlayer}
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| 47 |
+
<div class="stat-row">
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| 48 |
<div class="stat-label">XP</div>
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| 49 |
<div class="xp-bar">
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| 50 |
<div
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| 129 |
color: #333;
|
| 130 |
}
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| 131 |
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| 132 |
+
/* Stat Rows */
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| 133 |
+
.stat-row {
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| 134 |
+
display: flex;
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| 135 |
+
align-items: center;
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| 136 |
+
gap: 8px;
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| 137 |
+
margin-bottom: 4px;
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position: relative;
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| 139 |
z-index: 2;
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}
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| 141 |
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| 142 |
+
.stat-row:last-child {
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| 143 |
margin-bottom: 0;
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}
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| 145 |
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font-size: 10px;
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| 148 |
font-weight: 600;
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| 149 |
color: #666;
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| 150 |
text-transform: uppercase;
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| 151 |
letter-spacing: 0.5px;
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| 152 |
+
width: 18px;
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| 153 |
+
flex-shrink: 0;
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| 154 |
}
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| 156 |
/* HP Bar */
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background: #e0e0e0;
|
| 161 |
border-radius: 4px;
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| 162 |
overflow: hidden;
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| 163 |
+
flex: 1;
|
| 164 |
}
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| 165 |
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| 166 |
.hp-fill {
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| 168 |
transition: width 0.5s ease, background-color 0.3s ease;
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| 169 |
}
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| 170 |
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| 171 |
/* XP Bar */
|
| 172 |
.xp-bar {
|
| 173 |
width: 120px;
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|
|
|
| 175 |
background: #e0e0e0;
|
| 176 |
border-radius: 3px;
|
| 177 |
overflow: hidden;
|
| 178 |
+
flex: 1;
|
| 179 |
}
|
| 180 |
|
| 181 |
.xp-fill {
|
|
|
|
| 214 |
font-size: 12px;
|
| 215 |
}
|
| 216 |
|
| 217 |
+
.hp-bar, .xp-bar {
|
|
|
|
|
|
|
|
|
|
|
|
|
| 218 |
width: 100px;
|
| 219 |
}
|
| 220 |
}
|
src/lib/components/Pages/Battle.svelte
CHANGED
|
@@ -42,6 +42,8 @@
|
|
| 42 |
let enemyFlash = false;
|
| 43 |
let playerFaint = false;
|
| 44 |
let enemyFaint = false;
|
|
|
|
|
|
|
| 45 |
|
| 46 |
// Battle results state
|
| 47 |
let battleResultsVisible = false;
|
|
@@ -222,6 +224,15 @@
|
|
| 222 |
const playerInternalName = battleState?.playerPiclet?.definition?.name || '';
|
| 223 |
const enemyInternalName = battleState?.opponentPiclet?.definition?.name || '';
|
| 224 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 225 |
// Damage effects
|
| 226 |
if (message.includes('took') && message.includes('damage')) {
|
| 227 |
if (message.includes(playerInternalName)) {
|
|
@@ -322,6 +333,16 @@
|
|
| 322 |
}
|
| 323 |
}
|
| 324 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 325 |
function triggerEffect(target: 'player' | 'enemy' | 'both', type: string, emoji: string, duration: number) {
|
| 326 |
const effect = { type, emoji, duration };
|
| 327 |
|
|
@@ -544,6 +565,8 @@
|
|
| 544 |
{enemyFlash}
|
| 545 |
{playerFaint}
|
| 546 |
{enemyFaint}
|
|
|
|
|
|
|
| 547 |
/>
|
| 548 |
|
| 549 |
<BattleControls
|
|
|
|
| 42 |
let enemyFlash = false;
|
| 43 |
let playerFaint = false;
|
| 44 |
let enemyFaint = false;
|
| 45 |
+
let playerLunge = false;
|
| 46 |
+
let enemyLunge = false;
|
| 47 |
|
| 48 |
// Battle results state
|
| 49 |
let battleResultsVisible = false;
|
|
|
|
| 224 |
const playerInternalName = battleState?.playerPiclet?.definition?.name || '';
|
| 225 |
const enemyInternalName = battleState?.opponentPiclet?.definition?.name || '';
|
| 226 |
|
| 227 |
+
// Attack lunge effects - trigger when a Piclet uses a move
|
| 228 |
+
if (message.includes(' used ')) {
|
| 229 |
+
if (message.includes(playerInternalName)) {
|
| 230 |
+
triggerLungeAnimation('player');
|
| 231 |
+
} else if (message.includes(enemyInternalName)) {
|
| 232 |
+
triggerLungeAnimation('enemy');
|
| 233 |
+
}
|
| 234 |
+
}
|
| 235 |
+
|
| 236 |
// Damage effects
|
| 237 |
if (message.includes('took') && message.includes('damage')) {
|
| 238 |
if (message.includes(playerInternalName)) {
|
|
|
|
| 333 |
}
|
| 334 |
}
|
| 335 |
|
| 336 |
+
function triggerLungeAnimation(target: 'player' | 'enemy') {
|
| 337 |
+
if (target === 'player') {
|
| 338 |
+
playerLunge = true;
|
| 339 |
+
setTimeout(() => playerLunge = false, 600); // Reset after animation
|
| 340 |
+
} else {
|
| 341 |
+
enemyLunge = true;
|
| 342 |
+
setTimeout(() => enemyLunge = false, 600); // Reset after animation
|
| 343 |
+
}
|
| 344 |
+
}
|
| 345 |
+
|
| 346 |
function triggerEffect(target: 'player' | 'enemy' | 'both', type: string, emoji: string, duration: number) {
|
| 347 |
const effect = { type, emoji, duration };
|
| 348 |
|
|
|
|
| 565 |
{enemyFlash}
|
| 566 |
{playerFaint}
|
| 567 |
{enemyFaint}
|
| 568 |
+
{playerLunge}
|
| 569 |
+
{enemyLunge}
|
| 570 |
/>
|
| 571 |
|
| 572 |
<BattleControls
|