fix: ASCII spell effects + DOUBLE strike label#344
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Deploy UniRig+Blender animated spider GLB (7 clips: idle, walk, attack, hit, death, block, dodge) to client. Replaces static canvas draw with makeGLBDrawFn wrapper — canvas art remains as loading fallback. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
GLB lighting boosted (key 2.2, fill 0.6, ambient 0.4), toon gradient shadows lifted, ASCII renderer gamma/ambient/brightness cranked up. Cave background doubled: 8-13 stalactites, 6-10 stalagmites, thicker walls/ceiling/floor, boulder clusters, more interior scatter. Creature lab: fix animation seek order, update dire rat GLB. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
…e ASCII effect Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
Both useBattleSceneSignals and useFloatingDamageSignals had a reset bug: their processedCountRef was reset to 0 every time visibleOutcomes changed, including when useCombatPacing revealed the counterattack after 600ms. This caused the player attack to be replayed alongside the counterattack, making it look like both sides attack simultaneously. Fix: track signaled outcomes by unique key (encounterId + turn + attackNumber + attackerId) instead of by array index. When the counterattack is revealed and visibleOutcomes grows, already-signaled outcomes are skipped. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
Player damage renders in red, enemy damage in white/gray, blocks in teal, crits in orange, dodges in gray. Floating damage numbers now clearly distinguish who is hitting whom at a glance. New DamageTypes: enemyDamage, enemyCrit, blocked, dodged. Existing player damage types (damage, crit, double, critDouble) unchanged. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
- drawMonsterSpell: reduce shadowBlur 14→5, tighten glow radius so the ◆ rune reads as a character not a purple blob. Add trail variety (◇·.) - drawSpell (player fallback): replace radial gradient blob with ASCII fire rune matching the same ◆ pattern in amber/gold - BattleFloatingDamage: double strike now shows "DOUBLE 24" label instead of an unlabeled blue number Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
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